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Introduction
Over the course of the past three months I have been working on a little game called
Lunar Lander 3D. My main reason for embarking on this project was to gain some
knowledge about what it takes to create a game. Other than that, I just wanted
something to distract me from school. Although my game is simple and small in scope,
the process of creating it has given me a great deal of useful knowledge. In this article, I
am going to go over some of the important things that I learned while creating my game.
Before I get into the meat of the article, I want to point out that I am by no means a
professional. I am just another goon with a keyboard. This article is meant for hobbyist
programmers who would like to create a game on their own time. The main emphasis
throughout this article will be on finishing the game you are working on, not making a
flashy technology-bloated half-game. And when I say finish, I don't mean working on a
game for a long period of time only to ditch it because a shiny piece of metal caught your
attention.
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first place. It is that simple. This may sound harsh, but let's take a closer look at the
situation. If you don't have a set of code that you use consistently, you probably haven't
been programming for all that long. If you haven't been programming that long, jumping
into a game is the last thing you want to do. When I started working on my game I had a
large base of code to work off of. I had code for general window creation, input
management, particles, math and various pieces of utility code. With all of this code
ready to be used, I was able to immediately begin working on things that were related to
my game. Additionally, I didn't have to test this code since I had tested it when I
originally wrote it. You don't have to write every piece of code you will ever need before
you start your game. Just take some time to lay a groundwork that you can build off of. If
you feel that you need to build up a code base, write small applications to test things out
before you start your game. I did this with my particle, input management and command
execution code. It may not be as exciting as a game, but it will definitely help you in the
long run.
Borrow ideas
I can't even begin to stress how important this section is, so let me say it again. This
section is important. When you are writing a game, don't be afraid to use other people's
ideas, libraries or utilities. Borrow as much as you can, it will do nothing but make your
life easier. In my game, I remembered Conor Stokes' soft hands and used his article on
axis aligned bounding box trees, I used Paul Nettle's collision detection document and I
used id Software's Q3Radiant level editor. Why did I use other people's ideas and tools to
solve problems that I could have solved on my own? The answer to this question is
simple: I used all of these different resources because it saved me time. By using an
established method for collision detection, I didn't have to waste my time coming up with
and testing my own collision method. By adapting id's map editor to my own devious
purposes, I avoided having to come up with my own. And, as an added bonus, id's map
editor lit levels for me, which is yet another thing I didn't have to deal with. Don't get
caught up in the belief that you need to have custom tools and solutions for your game. If
you are smart, you will know when to come up with new ideas and when to use
well-established ones.
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game. What you have is a technology demo. The most complex graphics feature that I
use in my game is multitexture, but you don't even need it to run the game. I know that
I'm not id Software, so I have no business requiring insane hardware to play my simple
game. If you keep things simple, you will not only broaden your audience, but you will
also be able to focus on more important things in your game, like gameplay.
Conclusion
Well, I hope some of what I have said makes sense. It makes sense to me, but who knows
what other people will think of it. If you have any questions or comments, feel free to
e-mail me at nathanm@uci.edu and I will try to get back to you as soon as I can.
If you are interested in my game, you can visit the Lunar Lander 3D page and download
it.
Nate Miller
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