mouthporn.net
#game development tools – @askagamedev on Tumblr
Avatar

Ask a Game Dev

@askagamedev / askagamedev.tumblr.com

I make games for a living and can answer your questions.
Avatar
Anonymous asked:

Is your workplace/industry buzzing about (what companies would like us to call) "AI"? What's the buzz, if so?

We're not thinking about AI too much - it's too far away on the horizon to seriously consider while we're busy focusing on getting the game into alpha, beta, and doing our cert submission prep. Some of the more senior leadership have talked about it in that kind of long-term planning sort of way and there's been some preliminary evaluation on that front, but the general attitude from my studio leadership (and the leadership of the franchise I'm currently working on) is that AI is interesting but the potential legal pitfalls from using AI trained on large internet-scraped data sets for things like asset generation have yet to be addressed... and we're far too well-known and visible a franchise to risk that kind of legal trouble knowingly.

Our primary goal in evaluating AI as a development tool is for the same reason we develop tools and automated assistance to help artists create assets - anything that helps automate the annoying and busy work that artists have to do frees up more dev time for them to do the creative stuff that we want them to do. Instead of having to create normal and spec maps by hand, maybe we can automate and improve the process so that the artists can spend their time creating more cool assets and not have to handle the fiddly busy work. If an AI can help by pre-filling in values and setting things up for them to review and adjust, that's a lot faster than having to do it by hand. A large portion of our tool engineering is targeted at those kinds of problems.

Got a burning question you want answered?

Avatar
Anonymous asked:

What do you think is best bang for your buck for dev time to player time (besides multiplayer)? Alternately, what's the worst (but still worth it)?

The more times and ways that players can play and replay the game, the more devtime-efficient they are. This means the most efficient situation is systemically supporting combinatoric results - subsequent player decisions apply multiplicatively, ultimately resulting in some A x B x C x D ... and so on possible results. This kind of system-based gameplay is the core of games like Minecraft and Breath of the Wild - these materials and items have properties that interact with each other in established ways, so you can end up with multiplicative results from the established inputs.

The ultimate result of this kind of system-driven combinatoric gameplay is generally in one of two core gameplay paradigms:

Procedural content generation, i.e. the game systems themselves create new content through a bunch of randomized decisions resulting in novel game content for each playthrough. Continued dev work would be spent on adding new options for the randomized content generator to create even more interesting possible combinatoric results.

Player-facing content creation tools (i.e. a "maker" game) alongside a curation system to allow players to create content for and distribute said content to other players. Continued dev work would be adding new assets and new tools for players to create new and interesting content from those tools, as well as better ways of curating and distributing popular user-submitted game content.

To answer your second question, the inverse of this - the least devtime-efficient content - is game content that is primarily single-use. This usually means content like cinematics, plotted narrative, voiced lines, action set pieces, puzzles, quick time events, scripted boss fights, that sort of thing. They're pretty fun the first time most players play them, but significantly less so by the fiftieth, and they're very expensive to turn into a procedural thing that can be handled systemically.

Got a burning question you want answered?

Avatar
Anonymous asked:

This is a few years old maybe, but what's with builder games (or level design tools)? I'm not a game designer and the community content shows that most of the audience isn't, either.

You are quite correct - there's usually maybe only ~20% of players who ever try making anything in a maker-type game at all, and less than 5% actually continue to engage with the tools and create content for others to play with. "Most of the audience" definitely qualifies as not really engaging with the tools.

However...

The number of creators who engage in content creation, however small relative to the total number of players they may be, is probably still going to dwarf the size of the game's entire development team several times over. If you consider a game like Mario Maker might sell 500,000 copies. If even 1% of that player base regularly creates content, that's 5,000 level designers with a broad variety of ideas and interests working on content for players to play. 5,000 people is going to be at least one, probably two orders of magnitude greater than the number of designers on the dev team for a maker game.

Further, these amateur designers also aren't constrained by the same set of rules we are - it's ok if their levels are unintuitive, super difficult to complete, don't have a solid throughline, are off-the-wall wacky, auto-play themselves, or are just strange. These kind of levels are something that the pros don't really get the opportunity to build at work, but we very much appreciate when the community builds them.

I've said before that games get more hours of play testing within the first day of launch than they do during their entire development periods. This applies to user generated content too. Unless the game flops horribly, the player base will always dwarf the size of the dev team many times over.

Got a burning question you want answered?

Avatar
Anonymous asked:

How different are in-house engines compared to public ones?

Proprietary engines are usually outgrowths from a specific engine to run a specific game that was adapted to do other things. This means they are often extremely optimized for doing the kind of games they've already shipped because the engineers made certain assumptions and decisions for the sake of those past games. This usually comes at the cost of generalization - the engineers have min/maxed the engine to make it really good at one thing.

Proprietary engines are also extremely powerful, but quite user-unfriendly. The tools and code assume that anyone touching them is a professional working in a specific team. There can be plenty of missing documentation, tribal knowledge, and often there's no solutions to be found on google because the only people who could possibly know anything are limited the dev team.

The Call of Duty engine is a great example of these principles. That engine is really really good at making Call of Duty games because it has been evolving to make better and better Call of Duty games for almost two decades. They've built a lot of COD games with it and they're continuing to build COD games with it. The COD engine is, however, really really crappy at making just about anything that isn't Call of Duty. All of those built-in assumptions about how the game works and what the game should play like have been baked into the engine and workflow over the years. The codebase is enormous and there are systems built upon systems. The tools are arcane and it is extremely easy to break yourself if you don't have all of the settings set precisely. It is an engine that is designed to enable a large team of experienced professional developers to create Call of Duty games.

Got a burning question you want answered?

Avatar
Anonymous asked:

How closely related, if at all, are a player side character creator and the tools/pieces used by the developers and artists?

When it comes to developer tools, there are two major elements involved - the user interface that allows the user to interact with the data, and the functionality of what the tool does (e.g. generate a data set that will recreate a specific character look in-game). The user interface makes things easier for the user to choose what they want. The functionality takes those choices and generates the correct set of data that will work within the game.

The functionality of player-facing tools and developer-facing tools must be the same, because the output is used by the same game for the same reasons (representing a specific character look). This means that all of the character creation variables (height, weight, race, hair type, nose type, eye type, etc.) must be [stored in data in some form], which can then be read by the game in order to reconstruct that specific character look when needed. The main difference with the player-facing tools is that we usually add some additional safeguards to protect against invalid data that might cause the game to crash if used, and we pretty them up since most of our internal tools just look like default windows system apps.

The user interface, however, can vary wildly depending on the need. There's a far cry from the polished character creator you see in the game itself and developer tools. Instead of a visual interface, we might have a simple tool that lets us choose numbers - hair 3, nose 2, eyes 5, hair color 4, etc. alongside a "randomize" button so we can just speed through character creation rather than have to craft specific looks for every background NPC. The most basic design tools might just be a text editor or [a spreadsheet]. Sure, we might have the bandwidth for our tools programmers to make a better or more elaborate interface, but they have to juggle support for all of the tools we use to create content - character editor, level editor, item editor, quest editor, ability editor, effect editor, and so on. We need some form of editor for any kind of content we need to create - even if that editor is notepad or excel.

In summary, the functionality of the tools is the usually same for players as it is for developers (maybe with a few additional safeguards thrown in), but the user interface of the tools is wildly different. Developers can be trained and are paid to use things correctly, but we can't assume the same for players so we have to make things easier and prettier for players.

The FANTa Project is being rebooted. [What is the FANTa project?]

Got a burning question you want answered?

Avatar
Anonymous asked:

This might be more of an in-depth programming question, but when I interned at a studio, they had a lot of internal standalone tools for designers or other programmers to use (e.g. an animation previewer, or a dialogue tool). How do programmers make these tools that interface with the engine and other software like Maya?

Whenever a program loads a file, it expects a specific file format for the type of file it is loading. For example, a bitmap (BMP) is literally a map of bits. It starts with a header section that declares file info like how big the image is, and then it goes into a list of RGB values for each pixel in the bitmap. If you have the size of the file and the pixel color data, you can reconstruct the entire image in any app that can read the file and understands how the data are arranged in the file. If the file data don’t match the expected format, the result may not work. This is why many other programs can read multiple file formats - Microsoft Word can read DOC files, but can also read XML files, HTML files, TXT files, RTF files, PDFs, and more. It’s because each of these file types has an established file format that the programmers decided to make Microsoft Word able to read and parse. 

Similarly, game engines also read asset data files. A 3D model from Maya is really just a collection of vertex and polygon information. A texture map is an image with some additional mapping data of pixels to vertices on a 3D mesh. An animation rig is mostly a collection of polygon-to-bone mapping data combined with bone movement constraints. An animation is mostly a series of bone positions at specific times. As long as our programmers know how those data are laid out in those specific files, we can make the game engine understand what those data mean. And... if we know how to make the game engine read files in that file format, we can also build other more lightweight tools like animation previewers to read those same file formats and manipulate them. 

I’ve worked with tools that allowed me to do more than just previewing animations - they allowed me to attach collision spheres on specific bones in specific animations on specific frames for purposes like the player attacking. We can then create a new file that stores which animation bones that collision spheres attach to on which specific animation frames, and then the game engine can read that data to know when to make attacks active based on animation data. We also made that tool mark which animations can be interrupted during which frames to create attack combo strings - Attack Animation A can branch to combo extender B between frame 35 and frame 60, which can then branch to combo finisher C or combo extender D between frame 24 and frame 56. This means that this tool can be used by combat designers like me to take the animation data from the animators and create and tune cool attacks and combos with the tool for use in game. This is just one example of things programmers can enable when they know how asset data get laid out in a file.

The FANTa Project is being rebooted. [What is the FANTa project?]

Got a burning question you want answered?

Avatar
Anonymous asked:

The decade has come to a close and a new one has dawned upon us. From your perspective, what has changed the most about game developement in the last ten years?

I think there’s been a lot of really big changes to the industry over the past decade - it’s hard to detail the "biggest” change since they each have major effects on the industry, about game dev in general, and so on. But I have two things I think are most notable.

For game development in general, I think the biggest change is the opening up of game development tools. Off-the-shelf development tool suites like Unreal and Unity have vastly increased the number of game developers out there and made their skills much more transferable. These toolsets are powerful, flexible, well-supported, and (most importantly) inexpensive. It’s opened up game development to a lot more people, and that means more hobbyists, more indies, more AAA devs, and so on. It means more people are experimenting with the technology, which brings fresh new ideas to the industry in all sorts of different areas that operated on “conventional wisdom” before. It’s never been easier to get into game development. The bigger the talent pool, the more interesting things we can collectively make.

imageimage

I think the biggest industry-wide change going from 2010 to 2020 for AAA games is the industry’s overall reduction of games released per publisher and their focus on making their big games “lifestyle games” - games that players will keep playing, rather than games they will finish. The biggest earners for some publishers aren’t even new releases for the year - Capcom is still riding Monster Hunter World (2018), Ubisoft is riding high on Rainbow Six Siege (2015), Blizzard is leaning heavily on World of Warcraft (2004), Overwatch (2016), and Hearthstone (2014), and so on. We have several high profile studios that survive on a single ongoing game like Riot (League), Epic (Fortnite), Digital Extremes (Warframe), and Bungie (Destiny). For many publishers, this is a major shift to keep supporting the older game with new content and expansions for years instead of making sequels. This focus has permanently changed the driving direction of AAA games, pushing gaming further toward things like gaming subscription services and microtransactions.

The FANTa Project is currently on hiatus while I am crunching at work too busy.

Got a burning question you want answered?

Avatar
Anonymous asked:

Could you explain exactly what are console dev kits, how they work, and the process of getting one?

A dev kit is a piece of hardware that we use to develop games for specific consoles. Here are the two currently on my desk:

As a general rule, dev kits cannot play retail video games. They exist only to work with games in development. They work like remote computers on the network - they have hard drive space, RAM, GPUs, and so on. My development computer connects to the dev kit via the local network and it sends my dev computer necessary data (like debugging info and such) while running the game and displaying on a separate monitor or TV. The console manufacturer also provides us with a suite of software tools to do stuff like monitoring the hardware performance, taking screenshots or video, remote controls, etc. The kits can also simulate latency, emulate Europe/Americas/Asia locale, connect to PSN/XBL/etc., reset achievements, apply patches, and so on. Basically, they do all of the things that home consoles can do while providing us debugging info and the ability to control and reset things as needed.

Sony sells Playstation dev kits, Microsoft sells Xbox dev kits, and Nintendo sells Switch dev kits. They come in different versions and hardware profiles - usually a lower-priced “test” kit (mostly used for QA to test stuff) and a higher-priced “dev” kit (that has beefier hardware and more development features). A test kit will usually cost around $1,000 USD. A dev kit is more expensive, starting at around $2,000 USD, with better models clocking in at $4,000 or more. You can also get older model dev kits at a discount. We’ve had several generations of dev kit hardware. This is actually a lot cheaper than it used to be! Back in the PS3/X360 days, dev kits were like $5k-10k apiece. You need a business relationship with the console manufacturer to buy dev kits, but that’s actually not too difficult to start up. If you want to obtain dev kits, you usually have to go to the corporate website and request them. You must submit a proposal for the kind of game you want to develop for the game alongside the request. Somebody from the console company will review your submission and, after approval, sell you some dev kits.

The FANTa Project is currently on hiatus while I am crunching at work too busy.

Got a burning question you want answered?

Avatar
Anonymous asked:

Recently I saw an Interview with a game designer and she said that most of her work is done in Excel spreadsheets. Can you give me an exemple on how game designers use Excel? What should I try to learn on Excel that would help me desing games?

Sure. Let’s imagine for a moment that you’re a game designer working for Blizzard on the next expansion for World of Warcraft. Your job is to create, modify, and balance items for the expansion. What kind of information do you think is necessary to create an item?

Well, let’s think about it. First and foremost, the item will need a unique ID number, probably generated for you so you don’t accidentally duplicate the same ID for two different items. The item has to have a name. That name will also need to be localized into each of the languages the game supports, so it needs its name in each language. It has to have a rarity, which will affect its stat budget. It has to have an item level, which also factors into its stat budget. Most items one or two specific types of rating bonuses (e.g. haste, versatility, mastery, critical strike), some primary attack stat number (intellect, strength, agility), and a bonus stamina number. Every item has an equipment slot, even if the slot is “inventory-only”, or an item type that determines what sort of thing it is (weapon, armor, potion, etc.). These items might have class restrictions, be part of a set, have procs, or an on-use effect. The item must have an icon ID for inventory use, a level requirement, and (if equippable) a model reference ID so the game knows what visual to apply to the character wearing it. These are all qualities shared every item in World of Warcraft, and many of them have mathematical formulae that must be applied (such as using the item level to determine the exact value of a specific bonus).

Now consider… you want a tool that can automatically enforce certain mathematical rules for specific shared values across the hundreds of items you’ll be creating, and the thousands of items that already exist. You probably want to be able to sort and filter specific qualities, like only showing rare wrist armors, or legendary capes. You probably want to be able to look at multiple items at the same time, so that you can compare the ones you did to the old ones, or make the same change apply to many of them at the same time. You need a way to organize all these data at a glance. So how do you organize this all?

The magic comes when you realize that every attribute you need to track and/or edit can be treated as a column in a spreadsheet, and each individual item can be a row in that spreadsheet. If you do that, Excel can run the math for you. You can write macros to limit the cells in a specific column to choose from a specific set of possible choices. You can filter them and sort them by specific attribute. You can copy and paste as needed. You can set up formulas to automatically update when values are changed. You can use the built-in graphing and charting to look at curves and see if groups of items are behaving the way you expected. This is why excel is an awesome game design tool and why it is used in development studios all over the world. 

It isn’t limited to just itemization either. This is applicable to any type of content where you have a lot of unique attributes on each of a lot of different individual entries. This could mean spells, abilities, bonuses, modifiers, crafting recipes, experience level tables, treasure drop tables, enemy spawn rates, NPC attributes, or any of a hundred other types of content. It’s all about being able to edit data in a way that is less bug-prone and more visually intuitive. Excel has excellent macro documentation and support from Microsoft, and can even turn the data values into graphs so you can verify the growth rate looks like what you want.

How do you learn to do this stuff? You must learn how to write excel macros to pull data and apply math and formulas from other cells. Think about really big spreadsheets and what you need to pull the information you need out of them quickly. Then, go to any of the excel macro tutorial sites and start digging. Excel is just a tool like any other editor; it has a lot of documentation and support already.

Got a burning question you want answered?

Avatar

A little more on creating engagement in single player games

Yesterday, [I posted about the core problem with single player games and engagement] (i.e. how to keep players playing for an extended period of time) how to create engagement in single player games by using automation (i.e. procedural generation) to create content for players to keep playing without needing to do any sort of multiplayer. The main problem is that content (especially single player content) takes a long time to build and a short time to consume. I went into [how procedurally generated content could shorten the time to create future content], as long as enough initial work was put in to build the system. Today is the second part to this - instead of building a system to create the content for us, we harness the players themselves to do it by making development (more) accessible (and fun).

Crowdsourcing (a.k.a. User Generated Content)

The second option for making content cheaper is recruiting volunteer labor by embracing players creating content for themselves. Even if only 0.1% of the playerbase of a game that sells 1 million copies participates in content creation, that’s still a thousand people creating content - far more than a normal-sized development team. Bethesda is famous for putting out their Creation Kit for enterprising modders, but there are plenty of other games out there that also embrace the user generated content. WoW has UI mods. Mobas and Tower Defense games were born from user-designed maps in Warcraft and Starcraft. Super Mario Maker was a smash hit. Team Fortress 2 allows players to create and sell their own items on the marketplace. Doom 2016 has a great level design and sharing feature called Snap Map. The Little Big Planet franchise was all built around user generated content. Letting the players make the content for the game can be great for engagement too, because it builds a community of developers in addition to keeping players supplied with fresh new content.

That isn’t to say that there aren’t problems with this strategy either. When we professionals create content, we often use a lot of specific (and expensive) software tools that often have a steep learning curve. When creating a tool suite for the end user, usability and functionality are incredibly important. The tools need to be robust enough to give the players sufficient power to create compelling content, but they cannot be so difficult to learn that it discourages most players from engaging with them. Often, these sensibilities can conflict with each other - more options for content creation means more complexity in the tool, but that complexity makes the tools harder to learn. More than that, we also need to provide ways to teach the player how to use the editors to create that content. This means that we developers need to spend a lot of time developing those tools in order to make them user-friendly enough to build the widest variety of content that’s feasible.

Unfortunately, this also means that crowdsourcing the content creation is necessarily limited in scope. For example, players will typically lack the equipment and training necessary to create new animations or sound files. They probably won’t be able to do a lot with cinematics. There would also be many built-in restrictions if the game was based on a licensed IP, such as Star Wars, Batman, Middle-Earth, etc. Instead of any texture or model a player wanted, they might be restricted to the choices in a given library that we can periodically add to. 

Furthermore, just providing tools isn’t enough. Even if we make the most user-friendly and powerful development tools ever, we still need a way of getting the content that players create to other players to play with. Usually this means that there also needs to be a technical back-end infrastructure like some kind of online repository where players can both post content they’ve created and download content others have made. This doesn’t quite break the “no multiplayer” rule, but does require some amount of online connectivity. There’s no other way to get the new content onto one’s system, after all. There’s also user experience and quality-of-life features for distributing content to players. You’d need some kind of preview or rating system for players to understand what they’re getting and a vetting process to keep players from submitting content that looks like penises. LEGO Online, for example, had a full-time team whose sole job was to stop people from building dicks.

Overall, crowdsourcing content creation is another possible way of providing enough content to keep the playerbase playing for extended periods of time. There are several key constraints on doing it this way, the bulk of which are in the tools and the distribution side. This requires a lot more user expereince design on the tools side, as well as tools programming and network/infrastructure engineering for the distribution side. Like with automated content generation, there is a much heavier engineering investment in the tools and infrastructure than normal. These are usually aspects of game dev that most traditional single-player games don't do a lot of since they aren't usually necessary, but extremely important for the success of a game that heavily involves user-generated content. 

Got a burning question you want answered?

Avatar

Do you consider Game Maker a legitimate development tool for Indie Devs, professional or hobbyist? I've heard there have been a number of great successes from users of the studio.

Avatar

Of course. Game Maker isn’t the deepest or most robust or powerful developer tool - you’re never going to build the next Grand Theft Auto on it, after all - but it’s a tool that allows you to prototype something very quickly, and sometimes that’s what you need. 

An explanation only goes so far, especially when written in a document. You know the adage “A picture is worth a thousand words”? Even concept art and still screenshots only do so much. When you want to convey a gameplay concept, then a few seconds of play will mean far more than paragraphs of text and pages of screenshots. Humans conceptually grasp things in a lot of different ways, but experiencing the concept firsthand is almost always far better than simply seeing pictures or reading text. 

That said, I wouldn’t really look at Game Maker as a legitimate release platform for a commercial product, especially with packages like Lumberyard, Unity, and Unreal providing more power, more usability, and more affordability right out of the box. Game Maker’s limitations are pretty well-defined and clear, and I don’t really see it as a viable platform for  commercially viable games. Not when it’s compared to the heftier options available. I prefer to think of Game Maker as a prototyping tool - similar to how SketchUp is a quick 3D planner and visualization tool, but would never seriously replace 3D Studio Max or Maya for 3D modeling. With Game Maker, you can get whatever it is you’re prototyping up and running quickly, to prove that a concept is fun. If it proves out, great! Use those principles to create the system in more detail. Or, if it doesn’t work out, you can scrap it and try something new without wasting weeks or months building infrastructure, assets, and systems to reach the same conclusion.

Avatar
Anonymous asked:

How much work usually has to go into creating mod tools/map editors for the community?

The short answer is “A lot”.

So here’s how it works. We, the devs, need tools and map editors to create the game content. It is how the actual game content gets made - we’re using the very tools that get released to modders and such. The trouble comes from the assumptions made during development, and the difficulty in releasing tools to the community is directly proportional to how much engineering is required to correct for those assumptions. That’s quite a mouthful, so let’s try to break it down more simply.

Avatar
Anonymous asked:

Hi. What is your opinion on using industry standard tools as opposed to free tools? I'm interested in pursuing game design, but I'm also interested in making my own games, so I switched from 3DS Max to Blender since it's free. I read that Blender is not industry standard however, so I'm a little worried that I might be making things more difficult for myself. Another example is GIMP over Photoshop. Should I stick to learning industry standard tools even though I don't own commercial licenses?

It depends on how hard it is for you to learn new tools. Do you tend to get bogged down in the details and specifics of things, or is it usually more conceptual for you? With new hires, we almost always expect a certain amount of ramp-up time. If you go to work for any of EA’s Frostbite teams, for example, you will probably end up working with their proprietary animation tools much more often than you will with Blender or Max. If you go work for Telltale, you’ll need to learn their proprietary animation tool in order to make things work. Unreal has their own editors, Valve uses their own editors, and so on and so forth.

If you understand how the data works and is arranged, you can usually make the transition from tool to tool (since they usually do approximately the same tasks, just in slightly different ways) by simply remapping your preferred hotkeys in each suite. Several artists I know will simply use the same hotkeys in all of the tools they use for familiarity and speed.

The important thing is always about learning the universal concepts - how to apply them to any tool you’re using. Once you understand how the tool behaves with your asset pipeline and what specifics your particular tool does and doesn’t do, then you can make specific adjustments as needed.  While it helps to know the tools already, hiring managers almost always choose someone with a stronger conceptual grasp and no tool knowledge over someone with excellent tool knowledge and shaky fundamentals. It’s because we can always teach somebody how to use tools, but it’s a lot harder to teach fundamentals.

Avatar

There seems to be a good amount of tools to develop 2D games within Unity (as well as official support as of 4.3) so getting familiar with C#/Javascript and the Unity interface while developing 2D games would make the jump to 3D less intimidating if they choose to stick with it.

Avatar

This is a good mention I really should have said something about. Unity 3D (which includes 2D tools) is an excellent and inexpensive platform for professional game development. There is a free version that lets you develop for Windows, iOS, Android, and Windows Phone, and licenses that you can purchase for other platform (both current consoles and last gen) support for a nominal price. Just remember that it is a fully featured platform, which means it's got a lot more power (and complexity) than something as simple as GameMaker. 

I believe the cost of a single user license is $1,500 USD (which seems like it is pretty steep) but I should remind you that the cost of licensing other engines is usually in the tens or hundreds of thousands of dollars, so $1,500 is a very small amount comparatively speaking. If you’re thinking about it, you can always get the free version to start with and play around with, and only get the license if you plan on actually publishing and selling. Unity has been used for several actual published games. 

You can learn more about Unity 3D at their website here.

Avatar

Building on your last post about Game Maker and knowing your limitations with tools. If I was to graduate from Game Maker to another tool for 2D game development. What would you recommend? I'm current running into the limitations of this program and having to write some creative code to produce the product that I want. Again it's what I know, so it's a natural progression for me.

Avatar

To be honest, 2D game development is not a very good way to go through the future. The biggest reason for this is mostly because it’s way easier to create 3D game animations and assets. You can play an animation on a 3D model and view it from multiple camera angles by doing some mathematical transforms without needing to redraw every frame of animation, whereas traditional 2D lacks this ability. It’s been one of the biggest time savings in the move to 3D. 

If you want to learn something that will actually be directly transferrable to a professional setting and stay with 2D game development, I would suggest trying to pick up Flash (and, by extension, Actionscript). Adobe began supporting Object-Oriented programming with Actionscript 3.0, which means that the sort of things you can do with it are much bigger and broader, and you can build games and applications that can easily be run and playtested with just a browser. Learning how object-oriented programming works would also help push you toward a career in software engineering, if that’s something you’re interested in. While it is sometimes looked down upon by the hardcore gamer audience, Flash is a great way to make your own games and make them interesting.

A second option I would suggest is trying to remake your game (I believe I recall you saying before that it was a Tower Defense game?) in the Starcraft 2 editor. You'd make the transition to 3D (which I assume you'd want to do eventually), and you'd have a new tool to learn and play with. I know for certain that the Starcraft 2 editor is pretty robust, and a 2D game can be built pretty easily on a 3D game - you just fix the camera at a specific height and angle, and you're good. The Starcraft 2 editor was the tool the designers used to create the campaign for the game, so it should provide a lot of options you might not have available in GameMaker.

These suggestions are mostly a shoot-from-the-hip attempt, though. I can't really tell what your expertise level is or what your goals really are, so I'm just sort of putting these out there for you. I do encourage you to look them over. At some point, I think I'll try to build a list of free and cheap game development tools and kits available for people to use. It seems like it might be useful.

Avatar

Blizzard made their Starcraft 2 modding tools available for free.

Blizzard has made their Starcraft 2 custom map editor tools available to users for free. Prospective game designers interested in trying a system that lets you create game content with a rather interesting set of tools should take notice, since it is actually free to utilize and play now. Clearly Blizzard will benefit from this just by getting more users onto battle.net, but the potential of having a new suite of game development tools to play with should never be overlooked.

Warning: Dubstep music.

It's a good opportunity to explore some ideas for map design and practice scripting at the minimum, with potential to do lower level asset work and the like as well. Aspiring game designers should take notice, since learning and using this sort of tool is what professional designers do.

You can start the download and such here.

Note: I do not work for Blizzard, but I do think that it's worth spreading information about a free set of tools for game designers to learn and use.

You are using an unsupported browser and things might not work as intended. Please make sure you're using the latest version of Chrome, Firefox, Safari, or Edge.
mouthporn.net