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Thread 719260690

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Anonymous No.719260690 >>719260880 >>719261038 >>719261139 >>719261305 >>719261625 >>719261712 >>719262662
How do I make video games
Anonymous No.719260839
you start by thinking about the setting of the game and what you want to make
is it an fps? is it a hentai jrpg?
this is the difficult part obviously
once you have that covered you look up the best tools to make your video game
Anonymous No.719260880
>>719260690 (OP)
Learn to code.
Anonymous No.719260898
>download Unity
>go to chatgpt
>give me a code for "X" thing
>outsource art
>???
>you've made a game
Anonymous No.719260934
nobody knows. they just come from a box somewhere im pretty sure
Anonymous No.719261038
>>719260690 (OP)
Ask AI to come up with a game idea. Then tell it to make it.
Anonymous No.719261139
>>719260690 (OP)
Download RPGmaker
Anonymous No.719261305
>>719260690 (OP)
You start small, you never give up, its a hobby, you learn from following a tutorial and then tweaking some stuff yourself, you sign up to gamejams so it will push you to the limits, you will be forced to communicate with other people with the same gamedev problems, you will create.
Also I recommend godot engine, but don't talk with the godot staff, stay away from these (((people)))
Anonymous No.719261530
You start doing something, then you keep remaking things because you think they're inadequate, then you get bored and quit because you didn't actually make anything.
Anonymous No.719261625
>>719260690 (OP)
Start by writing. Design a game.
Use something like GameMaker or RPGMaker to make something simple, and then move on to something like Godot, Unity or Unreal later.
Consider taking classes to learn how to program or teach yourself how to do it. You can get pretty far without actually knowing how to write code, but it obviously helps a lot.
Anonymous No.719261712
>>719260690 (OP)
Modding is a good start. Do small things first and steady grow bigger.
Anonymous No.719261795 >>719262304
>learn to draw, compose music or write a script. If you make it alone you'll have to do all 3 (or contact someone)
>start a blog, where you can post relevant artwork about the game
>pick an engine, instead of relying on advice find a game you like and check out which engine they used
>advertise your game in an organic way, have a Youtube channel to put promotional material, a Twitter account for followers and maybe a Discord server
>make the game in your spare time, while having a stable job, don't expect to earn much from it
Anonymous No.719262304 >>719263749
>>719261795
>don't expect to earn much from it
>80% of your advice is an old tricks to sell and advertise the non existent game.

First you make a small shit game, to understand to lows, then you learn how not ot fall in them in the next less shitty but bigger game, repeat until decent game.
THEN
You advertise your new non-existent game, and do it
Also, don't be afraid to steal stuff/use free stuff/use AI for some un important parts.
Anonymous No.719262662
>>719260690 (OP)
>coding
>story
>art
>beta testing
>graphic engine
>devkit (source material and hardware to test it on)
But mainly it depends on the genre and the scale of your project, you can make a pixelated indie game or a game with sprites or 2d jpgs, you can make a nes/snes/ds castlevania, you can make an og DOOM, you can make a touhou game, you can make a halo, you can make an elden ring they all need diffetent approaches but first and foremost you need someone good with math and code that will do the basis or find a way to bypass that using an engine or something but even there what your end product will be will determine what you need and wether you can use certain tools or not.
For example oblivion/morrowind/skyrim/fallout or dark souls/elden ring required a big effort at the start but now that they've done the big of the workload they can just stand on what they've already done and be halfway there, see the duskbloods for example or starfield.
It also depends on how much manpower you have access to, the myth of the lone coder in his dark room that writes code for 10 years straight 24 hours per day is indeed a myth that only the funko pop audience believes.
Anonymous No.719263749
>>719262304
I think you have to be an artist first, and use the game as a way to market your art. The coding part is not as hard as making culturally relevant art.