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I've been playing video games for more than a decade, and I've always wanted to make one myself, but it used to feel like it was an impossibility. After all, I don't know how to code, I'm terrible at creating good-looking art, and I don't know the first thing about the process.

However, this year, two games rekindled my interest; Lone Survivor and Home. Both are made by one-man teams, run on almost any computer, and were easily published for the world to see.

The question I have really boils down to if they can do it, why can't I? If any of you have suggestions on where to start (or you feel the need to tell me exactly why I can't), please share. Do I use UDK, Unity, Inkle, or something else entirely, and how do I learn to use these tools to make a game?
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May I make a recomendation? Download Battle for Wesnoth, play the shit out of it, then make your own campaign. If that turns out good, then you have what it takes to make video games. If not, then don't.
Modding is definitely a good way to start. You can get familiar with what makes a game without having to deal with extra stuff like engines and assets.
You may want to start with simpler things... The Spirit Engine 2 was made in Multimedia Fusion (after some 5 years of work) and it didn't stop it from being an awesome piece of work, then there are the heaps of RPG Maker games... And then practice till your ears bleed I'll say.

As for not knowing how to code, better at least learn how to script in the editor of choice, and then more traditional coding will be required to tie up some loose ends and for the installer most likely.

EDIT: Or what Licurg said while I was writing this works too :)
Post edited September 28, 2012 by Cavalary
Which kind of game are you planning to design? There are various tools and game engines that could be used, but it depends on whether you're thinking about a platformer, strategy game, shooter, adventure, RPG ... also, what kind of visual representation do you have in mind?
I always felt uncomfortable modding other games, because ... Well, it always was more complex / different than what I wanted. Then I learned coding and that went away, still, I think GameMaker would be the path I would take if I didn't do that.
This reminds me of that time during college I tried my hand at creating a game using RPG Maker. Good times.

I'm sometimes still annoyed at myself for never bothering to learn the NWN toolset.
For 2D games, you can start with game creation tools, such as Clickteam's products like The Games Factory 2 or Multimedia Fusion 2:
www.clickteam.com/website/world/
Yo Yo Games' Game Maker:
http://www.yoyogames.com/
or Scirra's Construct Classic:
http://www.scirra.com/construct-classic

You can also pick up some books on game development, and check out websites like Gamasutra (http://www.gamasutra.com/). You can also find a community for discussing game development here: http://www.gamedev.net/page/index.html

My recommendation is to start with 2D and try out some of those tools to see which you'd like to work with, go through their tutorials to learn how to use them (even if you don't like the type of game the tutorial is for, it helps to learn things like collision detection, animation, input, etc.). Then, experiment heavily with the projects and search the forums for help and tips. It won't take long before you get the hang of using the tools to make something. Then you can start by trying to make a simple, complete game. Start simple, you can always add more complex elements later. Don't worry about animated sprites, sound effects, or music at the start, just focus on making a working engine that feels right.
I tried to teach myself C++ out of a book a few years back, but eventually gave up, I don't consider myself stupid but my way of learning seems to be wholly incompatible with programming language. I may try again next year when my game backlog is shorter.

A question of my own though to anyone here, is it better to try and learn the game engine that you're going to be scripting in, at the same time as learning the basics of the language you'll be using?
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Crosmando: I tried to teach myself C++ out of a book a few years back, but eventually gave up, I don't consider myself stupid but my way of learning seems to be wholly incompatible with programming language. I may try again next year when my game backlog is shorter.

A question of my own though to anyone here, is it better to try and learn the game engine that you're going to be scripting in, at the same time as learning the basics of the language you'll be using?
Best to find a game engine that's based on the same language. For example, I believe GameMaker uses its own version of C, so that'd be good if you want to learn C++ or C#.
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Crosmando: I tried to teach myself C++ out of a book a few years back, but eventually gave up, I don't consider myself stupid but my way of learning seems to be wholly incompatible with programming language. I may try again next year when my game backlog is shorter.
That's just stupid programming books, it seems that vast majority of programmers are utterly incapable of writing a proper, conprehensible book, well at least as far as C languages go.
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Crosmando: I tried to teach myself C++ out of a book a few years back, but eventually gave up, I don't consider myself stupid but my way of learning seems to be wholly incompatible with programming language. I may try again next year when my game backlog is shorter.
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Fenixp: That's just stupid programming books, it seems that vast majority of programmers are utterly incapable of writing a proper, conprehensible book, well at least as far as C languages go.
This one is very easy to understand; http://publications.gbdirect.co.uk/c_book/
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Psyringe: Which kind of game are you planning to design? There are various tools and game engines that could be used, but it depends on whether you're thinking about a platformer, strategy game, shooter, adventure, RPG ... also, what kind of visual representation do you have in mind?
I wanted to make a 2D game that would combine adventure and platforming. Not exactly jumping around like crazy, but hiding. I love games like Amnesia and Clock Tower that leave you defenseless for lengthy periods of time, so I wanted to make something where you had to run from various serial killers. Just something that leaves you feeling vulnerable, yet gives you a feeling of accomplishment when you outwit your foe.

Not TOO witty though; I don't want to fall into the obscure adventure game trap where you're greasing up a frying pan to unlock a door.
Post edited September 28, 2012 by TheCheese33
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Fenixp: That's just stupid programming books, it seems that vast majority of programmers are utterly incapable of writing a proper, conprehensible book, well at least as far as C languages go.
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Fake_Sketch: This one is very easy to understand; http://publications.gbdirect.co.uk/c_book/
Thanks, I'll take a look.
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Fenixp: That's just stupid programming books, it seems that vast majority of programmers are utterly incapable of writing a proper, conprehensible book, well at least as far as C languages go.
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Fake_Sketch: This one is very easy to understand; http://publications.gbdirect.co.uk/c_book/
I don't suppose you have any free good C# books up your magic sleeve? (actually, for that matter, how different is C# from just C?)