Original Post
Hi,
After almost two weeks of reading in this wonderful website and other research, I am in the process of making a career plan for game development in my future. The leadership and community here has really helped me.
This body of planning is a rough draft which I wrote over the last few hours this morning and I would like help in guiding me to realistic and effect improvement of my plans.
If anybody actually has the time to read all this, you may be blessed to do so. Please offer your thoughts and feelings on this. I welcome any and all criticism and suggestions.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here is my very basic career flow with future goals until end of 2014 expected to be only very simple accomplishments:
2006 - 2012 : Modding games and simulations, learning about computers in general, and sharpening 2D and 3D art skills: Goals all accomplished.
2012 - 2014: Learning game design, website development, and game development. Learn C# by making my own office suite and game dev tools, learn website language through making my own website, learn probably both C++ and Python for game functionality, and learning other programming to tie these together. First efforts will mostly be open source here.
2014 - Indefinate Future: Develop and Publish Indy Games.
-----------------------------------------------------------------------------------------------------------------------
Here are two more sections: What I want in games and my goals for the next 2 1/2 years.
Game Fundamentals - Minimum Features
---------------------------------
The first thing that I feel should be stated is my goal for my first couple games to include all the fundamental aspects which I like in a game. Though the games might be simple in 2D and 3D content, I want them to have a relatively broad but thin technical foundation for future development of games. The technical branches will be fewer and shorter in my first couple games so as to focus on game structure primarily because the purpose of them is for learning and not end user appeal.
Here is the list of things that I want in my first couple games:
End User Environment
--------------------
First person shooter.
Reload.
Change weapons.
Aim and fire.
Shoot from the hip.
Magnification such as scopes and binaculars.
Crouch, walk, jump, run, or dive.
"Rag doll" wounding or kill
Head pivots with user view.
Pivot at the hip for quick response firing.
Strategy option.
Tactics option.
Ability to switch between strategy and tactical command on the fly.
Global map or regional map.
Tactical map
Dynamic Gameplay Objects
Sky with volumetric clouds.
Water which is dynamic and has depth.
Land with variety of terrain.
Air, land, and water user-operated vehicles.
Basic physics, independent of graphics brand names or API, such as gravity and ballistics
Triggers
AI
Unexpected circumstances, often created by coding randomization
Art Genre
---------
3D environement
Sprites, Decals, and hard edge 3D objects
1st game using textures
2nd game using textures and a few rendered surfaces.
1st game using non-living animations
2nd game using both living and non - living animations
Damage models
Collision detection
Effects
Game
----
Offline only for the first game
Offline and online play for the second game
OpenGL for first game
OpenGL or DirectX user choice beginning with 2nd or 3rd game
Runs well on middle priced laptop or notebook computers, with or without dedicated graphics cards
The first one or two games will be open source and after the bugs are pretty much gone, I will share the source code for the first one or two games to the communities which support me in their design and development.
Long Term Features
------------------
The list is very long here, but I will mention night vision as being one detail example and portability of the game to Xbox or Playstation as an important long term goal.
[color=red]-------------------------------------------------------------------------------------------------------------------------------------------------------------------
2012 - Research, Learning, Foundation Laying Stage - August through December 2012
----
August 2012 - Research Stage
----------------------------
Read and ask questions to gain information to begin C# programming the following month which is September 2012.
Collect learning information needed to make tools in the C# programming language. The first C# project of mine will be of work on an open source game developer office suite beginning in September 2012.
Make a flow chart for development of the office suite, subject to evolution in the future.
Choose an Open Source game engine as the basis for learning the fundamentals of computer game development. This is the game engine which will be the focus of designing my first game beginning in October 2012. After that first game, following games will be developed by me and not merely designed.
Open source game engine will allow tools to be made in C# and implemented games in C++ or Python.
Begin research into website design languages.
September 2012 - Open Source "Office Suite for C#" Development Begins
--------------------------------------------------------------------
Install and configure the previous chosen open source game engine. Begin learning it and planning a flow chart for game design of the first computer game. Make final decision on the theme of my first game to be designed.
Begin programming the office suite for C#, evolution being for indefinate time. Office suite development will track the needs revealed by the open source game engine which is installed this month.
October 2012 - Game Design Begins
---------------------------------
Designing of the first game begins here. Using the open source game engine chosen, the design of my first game will continue until the end of 2012. Office suite development will roughly follow game design needs.
November 2012 - Website Planning and Programming
------------------------------------------------
Planning a flow chart for website development begins here. Programming starts immediately after flow chart is completed. Flow chart may evolve with time. Website will evolve in relation to office suite. Website development deadline and launch is the end of 2012.
December 2012 - Programming is Intensive
----------------------------------------
Some effort will be made for learning but more effort focused on accomplishing the following results:
1) First game design completed by the end of 2012, being certainly very basic.
2) Basic office suite in C# constructed and being used by the end of 2012, even if it is very simple.
3) Website developed and online, only in short and easy structure.
Important Reminder: Goals are for a basic foundation perimeter, not even a whole foundation, to be laid by the end of 2012. Balancing the broader evolution is most important for 2012 rather than amazing details. Remember the fundamentals of the game and don't spend too much time on game details in the early stages.
2013 - Open Source Game Development, Website Homebase Creation, and Open Source Game Developer "Office Suite for C#" Launch
----
Whatever complexity of this game engine and game, it will be published as open source to the community which supported me in their development.
2014 - Private Game Engine and Private Game Development - private and proprietary creation begins here.
----
The goal is to publish a proprietary game by the end of 2014, be it a simple or complex game.
Formulating a game development plan for the next year or two after 2014 must be completed in December 2014 (for a specific game to be created next).
[color=red]-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Summary: My next 2 1/2 years will be spent in learning the basic structure of games, game development fundamentals, and launching the custom made systems which will eventually allow me to become an indy game developer, even if the accomplishments are all only simple. A balanced approach is more important in early stages over a polished, complex game. Creating the system is more important than developing an advanced game in the early stages.
3Ddreamer - "Look! The dreamer is coming!"
After almost two weeks of reading in this wonderful website and other research, I am in the process of making a career plan for game development in my future. The leadership and community here has really helped me.
This body of planning is a rough draft which I wrote over the last few hours this morning and I would like help in guiding me to realistic and effect improvement of my plans.
If anybody actually has the time to read all this, you may be blessed to do so. Please offer your thoughts and feelings on this. I welcome any and all criticism and suggestions.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here is my very basic career flow with future goals until end of 2014 expected to be only very simple accomplishments:
2006 - 2012 : Modding games and simulations, learning about computers in general, and sharpening 2D and 3D art skills: Goals all accomplished.
2012 - 2014: Learning game design, website development, and game development. Learn C# by making my own office suite and game dev tools, learn website language through making my own website, learn probably both C++ and Python for game functionality, and learning other programming to tie these together. First efforts will mostly be open source here.
2014 - Indefinate Future: Develop and Publish Indy Games.
-----------------------------------------------------------------------------------------------------------------------
Here are two more sections: What I want in games and my goals for the next 2 1/2 years.
Game Fundamentals - Minimum Features
---------------------------------
The first thing that I feel should be stated is my goal for my first couple games to include all the fundamental aspects which I like in a game. Though the games might be simple in 2D and 3D content, I want them to have a relatively broad but thin technical foundation for future development of games. The technical branches will be fewer and shorter in my first couple games so as to focus on game structure primarily because the purpose of them is for learning and not end user appeal.
Here is the list of things that I want in my first couple games:
End User Environment
--------------------
First person shooter.
Reload.
Change weapons.
Aim and fire.
Shoot from the hip.
Magnification such as scopes and binaculars.
Crouch, walk, jump, run, or dive.
"Rag doll" wounding or kill
Head pivots with user view.
Pivot at the hip for quick response firing.
Strategy option.
Tactics option.
Ability to switch between strategy and tactical command on the fly.
Global map or regional map.
Tactical map
Dynamic Gameplay Objects
Sky with volumetric clouds.
Water which is dynamic and has depth.
Land with variety of terrain.
Air, land, and water user-operated vehicles.
Basic physics, independent of graphics brand names or API, such as gravity and ballistics
Triggers
AI
Unexpected circumstances, often created by coding randomization
Art Genre
---------
3D environement
Sprites, Decals, and hard edge 3D objects
1st game using textures
2nd game using textures and a few rendered surfaces.
1st game using non-living animations
2nd game using both living and non - living animations
Damage models
Collision detection
Effects
Game
----
Offline only for the first game
Offline and online play for the second game
OpenGL for first game
OpenGL or DirectX user choice beginning with 2nd or 3rd game
Runs well on middle priced laptop or notebook computers, with or without dedicated graphics cards
The first one or two games will be open source and after the bugs are pretty much gone, I will share the source code for the first one or two games to the communities which support me in their design and development.
Long Term Features
------------------
The list is very long here, but I will mention night vision as being one detail example and portability of the game to Xbox or Playstation as an important long term goal.
[color=red]-------------------------------------------------------------------------------------------------------------------------------------------------------------------
2012 - Research, Learning, Foundation Laying Stage - August through December 2012
----
August 2012 - Research Stage
----------------------------
Read and ask questions to gain information to begin C# programming the following month which is September 2012.
Collect learning information needed to make tools in the C# programming language. The first C# project of mine will be of work on an open source game developer office suite beginning in September 2012.
Make a flow chart for development of the office suite, subject to evolution in the future.
Choose an Open Source game engine as the basis for learning the fundamentals of computer game development. This is the game engine which will be the focus of designing my first game beginning in October 2012. After that first game, following games will be developed by me and not merely designed.
Open source game engine will allow tools to be made in C# and implemented games in C++ or Python.
Begin research into website design languages.
September 2012 - Open Source "Office Suite for C#" Development Begins
--------------------------------------------------------------------
Install and configure the previous chosen open source game engine. Begin learning it and planning a flow chart for game design of the first computer game. Make final decision on the theme of my first game to be designed.
Begin programming the office suite for C#, evolution being for indefinate time. Office suite development will track the needs revealed by the open source game engine which is installed this month.
October 2012 - Game Design Begins
---------------------------------
Designing of the first game begins here. Using the open source game engine chosen, the design of my first game will continue until the end of 2012. Office suite development will roughly follow game design needs.
November 2012 - Website Planning and Programming
------------------------------------------------
Planning a flow chart for website development begins here. Programming starts immediately after flow chart is completed. Flow chart may evolve with time. Website will evolve in relation to office suite. Website development deadline and launch is the end of 2012.
December 2012 - Programming is Intensive
----------------------------------------
Some effort will be made for learning but more effort focused on accomplishing the following results:
1) First game design completed by the end of 2012, being certainly very basic.
2) Basic office suite in C# constructed and being used by the end of 2012, even if it is very simple.
3) Website developed and online, only in short and easy structure.
Important Reminder: Goals are for a basic foundation perimeter, not even a whole foundation, to be laid by the end of 2012. Balancing the broader evolution is most important for 2012 rather than amazing details. Remember the fundamentals of the game and don't spend too much time on game details in the early stages.
2013 - Open Source Game Development, Website Homebase Creation, and Open Source Game Developer "Office Suite for C#" Launch
----
Whatever complexity of this game engine and game, it will be published as open source to the community which supported me in their development.
2014 - Private Game Engine and Private Game Development - private and proprietary creation begins here.
----
The goal is to publish a proprietary game by the end of 2014, be it a simple or complex game.
Formulating a game development plan for the next year or two after 2014 must be completed in December 2014 (for a specific game to be created next).
[color=red]-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
Summary: My next 2 1/2 years will be spent in learning the basic structure of games, game development fundamentals, and launching the custom made systems which will eventually allow me to become an indy game developer, even if the accomplishments are all only simple. A balanced approach is more important in early stages over a polished, complex game. Creating the system is more important than developing an advanced game in the early stages.
3Ddreamer - "Look! The dreamer is coming!"