We don't allow games that are always free (i.e. Just be cool, we're all just hanging out! While it should be common sense, it's now written out. The assumption before was that it wouldn't need to be said. Welcome! /r/FreeGameFindings is based around finding free games all over the place! Be it Steam, Epic, Origin, Ubisoft Connect, GOG, Xbox, Playstation, or Nintendo Consoles, we will find every last free Game and DLC we can, and get it to you! Rulesīe Respectful. Steam Store Origin Uplay Epic GOG XBOX Playstation Nintendo Who Are We? Show Only: Steam Store Origin Uplay Epic GOG Microsoft Xbox Playstation Nintendo When you get familiar with what the end result should be, then you might find it very interesting to learn the inner working of a game engine.Hide itch.io Games | Alt Method Hide Random Games | Alt Method Hide Delisted Games | Alt Method Hide HitSquad | Alt Method Hide Alienware | Alt Method Hide vLoot/Key-Hub | Alt Method Hide | Alt Method Hide All Above | Alt Method It will give you a better feel of the scope of a game and will be much easier to stay motivated. If you have never made a game I'd suggest starting with the second approach. This way you can start learning about how to put the different components of a game together and achieve some results much more quickly. It is very likely the two games you mentioned were made using one of those. The second option is to start using a game engine (Unit圓D, Unreal 4, Gamemaker, Stingray, Construct, etc). It is however extremely hard to complete a game in this fashion, especially alone. You will learn how rendering, physics, threads, AI and tool building work. The first one is a very good learning experience and just for that it is worthwhile. You can focus on learning the basis upon which games are built or focus on going through the process of making a game. My advice is that a this point you have two choices. Before all of this I dabbled in scripting with engine like RPG maker and Gamemaker. Then I worked for a while at mobile game studio, followed by a stint at WB Games and finally I joined Will at Thunder Lotus Games to create Jotun. I learned programming in college, with a bachelor in software engineering. I didn't self teach myself C++, so I wouldn't know how effective those books are. By going with a well known engine that abstract most of the rendering, physics, input, audio and asset management, we were able to spend most of our time on the gameplay side of the game. While it is very interesting stuff and a great learning experience, I do not believe it is a good business decision to do this in an indie studio. In our case we mostly did it to create different ground surface and to render the character differently when out of view.įrom your comment you seem more interested into what goes into creating an engine. You do get to write your own shaders, but for a 2D game it is less necessary. The graphic pipeline is mostly hidden by the engine, so there is no choice of OpenGL, Direct3D, etc. Coming from a C++ background I naturally went with C#. The engine basically force you to select between either C# and javascript. Well most of those decision were made for us when we choose to use Unity. If you want more technical details I can give you some. I am sorry, I directed you to those videos as they give a very broad albeit superficial view into the different aspect of creating a game.
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