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Dumb Question **How do one make a full game from scratch**

Discussion in 'Scripting' started by serious_gamer, Jun 11, 2014.

  1. serious_gamer

    serious_gamer

    Joined:
    Jun 11, 2014
    Posts:
    2
    Hello everyone.

    I am a total noob at scripting, can just barely manage to write a basic hello world program! I saw some amazing videos of game prototypes made using unity. I am thinking of developing a very basic side scroller for Android platform.

    I have basic-intermediate knowledge of art tools like 3dsmax, photoshop etc. But the main challenge is that am not able to write a script as per the demand of the game. There will be collisions, path obstacle detections, AI etc... I dont know how to handle that part!!

    Is there any possible way where the game developer can imlement these scripts using just mouse clicks?? (It's a wishful thinking... I know).

    LoL. Would welcome any advice on this.

    :)
     
  2. DanielQuick

    DanielQuick

    Joined:
    Dec 31, 2010
    Posts:
    3,137
    You can check out some of the visual scripting solutions such as PlayMaker.
     
  3. KelsoMRK

    KelsoMRK

    Joined:
    Jul 18, 2010
    Posts:
    5,539
    dxcam1 and GregMeach like this.
  4. GarthSmith

    GarthSmith

    Joined:
    Apr 26, 2012
    Posts:
    1,240
    When learning to program, start with small projects. Smaller the better. Turn based games are even better to start with.

    Tic Tac Toe, Blackjack, etc. I know that as a graphic artist you want to make some super snazzy action game, but all programmers had to start at the bottom. (Make the snazziest card-flip animation evar!)

    As DanielQuick says, PlayMaker is a great visual scripting add-on for Unity. I'll go ahead and say it's the best visual scripting add-on. But if you try to make a full game with any kind of complexity, you'll soon find that writing "code" isn't the hardest part of programming. Great for card games! Not so great for making the next Grand Theft Auto.
     
    Last edited: Jun 11, 2014
  5. TonyLi

    TonyLi

    Joined:
    Apr 10, 2012
    Posts:
    12,523
    I wholeheartedly agree with this, but I want to add a counterpoint. Jump in and start making stuff right away. There's no better way to learn than to put it into practice. When you hit an obstacle, go to that link and fill in your knowledge with what you need to get going again.


    Again, I agree, but here's a counterpoint: Make what you want to make. If you have no interest in card games, don't try to force yourself to make them. You won't get anywhere. Sure, you might bite off too much if you try to make the next GTA, but you'll enjoy working on it, and in the process you're certain to learn a lot. It's okay to not finish projects.

    And don't be afraid to use PlayMaker for faster-paced games, too. It's a really great tool. Plenty of run-n-gunners and platformers use PlayMaker.
     
  6. A.Killingbeck

    A.Killingbeck

    Joined:
    Feb 21, 2014
    Posts:
    483

    I disagree. If programming a game from scratch, without an engine, then simple games like tic tac toe etc are the way to go to begin learning. But with Unity, even a simple side scroller can be a good starting point, as you don't need to think of the more advanced problems which would be inherent without an engine ( Good collision detection, rendering, sheet animation, physics, etc.).
     
    TonyLi likes this.