>>725250901
If you want to make a game for the sake of saying "I WROTE the code for this game", as in you value the technical feats more than the end product, then you should study the languages deeper and study about programming techniques, algorithms, patterns, etc. I'm talking queues, pathfinding, memory management, etc., the sort of stuff that lets you fully grasp useful programming concepts and how/when to apply them. Eventually you'll come across a problem while developing a game and you'll have the tools to develop a solution.

If you want to make a game for the sake of saying "I MADE this game", as in you care about the end product more than mastering programming itself, then honestly there's nothing wrong with copy-pasting premade code and then tweaking it for your purposes and for better efficiency, as long as you've acquired enough programming knowledge to understand what the fuck you're actually doing. This certainly overlaps in part with the kind of studies I mentioned earlier, but you should also focus your studies on how to plan, design and develop software.
There's books and tutorials on software engineering and game designing that teach you to think about and document
>what do you want from a game in terms of requirements and features
and
>how do you want those done in terms of architectural design and technical aspects of your game's code and resources, applying what programming knowledge you've already acquired
Once you've fully brainstormed and documented your path ahead, the "actually writing code" part of the development process turns out faster and easier as you've already "used your brain" to know what functions you must write and to solve (plenty, not all) issues before you trip on them. Of course, game development relies a lot on prototyping, so your stuff will evolve over time and with experience on the project, but the foundations will be there.
Trying to make any kind of big, complex program without a plan is like driving blindfolded.