Tips and tricks in game development
Tuesday, June 25, 2019 - 11:12
Hello everyone.
I thought i could make a topic where we could share tips and tricks about general game development.
Maybe there is a certain way you create assets?
Improving fps in game engines that you think the community will think is helpful.?
Programs/plugins that makes game development easier?
The list goes on and on.
I can start with som tricks/tips:
- A free online spritesheet generator :https://draeton.github.io/stitches/
-Turning image into pixelart :https://www.pixel-stitch.net/
- Turning lowres assets into scalable vector image (svg) https://www.vectorizer.io/. and then you can import the svg into ex inkscape and change the color or size.
You got any tips you want to share?
here's a good tip:
do anything differently from Spring, and it will always be better!
Beginner tip 1: When starting out in game development 'scope' can always become a problem. Having a really big idea can vey quickly become overwhelming and have an impact on motivation and slow your progress down. Start small and keep it small to begin with, any extra ideas you get developing your project, right them down and add them later.
Beginner tip 2: Don't jump straight into a video tutorial on youtube, don't get me wrong they are great, but read the documentation, try and understand it yourself first, experiment a little, then check a video out, this way you can see where your going wrong(if you are) Try and avoid copying/downloading code from tutorial videos straight away. take the time to understand the code and what it does first other than use it straight of the bat. Use the videos to 'aid' you into developing games, not to write your game. :)
Chasersgaming | Support | Monstropolis |
For total noobs scratch online is a good way to train your brain and start to think like a developer.
following that a dedicated online course is a good choice. I am currently learning c sharp and Unity from a Udemy course. Cheap as chips and very good.
before i tried the course i noodled around with random tutorials but lacked focus and got confused quickly.
A dedicated series of lectures with a difficulty curve helped me a lot more.
A good idea is to expand on the ideas you get taught, do your own research and make the game your own.
You learn more in the process.
ok my first tip was obviously just dumb trolling but here is a serious actual one:
When working with multiple artists, be very mindful of the art direction and style coordination, and prefer using just one artist or as few as possible (most preferrably just yourself). Getting multiple people to draw in the same style is usually a huge challenge and it definitely doesn't come automatically ^^
I usually start with a simple idea and build a prototype, using stand-in visuals. If the game is fun to play with blocks, then it's a fun game. I usually get a lot of the basics done in that way (pickups, enemy AI, interactives, UI, Hud etc). I then fork the project and try some different things with artistic aesthetics. As spring said, mixing art styles is painfully obvious. Also, I've noticed that when I start projects with art first, I waste a lot of time doing things that don't translate well into game assets or have no point in a game environment. But yeah, KISS it: keep it simple, stupid