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bulletbutter

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  1. You are correct, this is a very general question. About 10 years ago I set out on my path to find these answers. Sadly, not one living sole was able to explain to me what was needed to be done. So everything I am about to tell you , I learned completely on my own. Start by asking yourself these questions. - Why do you want to make your own game? - You plan on selling a million copies? - Just for personal use? Just to say you did it? - To help you get a job with a major game company? The Quick and Easy Answer: Don't make your 'own' game. Pick an engine (such as the level editor that comes with NWN2 for example), make some campaigns, make some more campaigns, then make a mod. Go through the whole thing too, don't just do them in succession. Make a campaign then set up a website for it and advertise and see if you it has the 'umph' to become popular. If it's fun for other people, this step should be easy. After you have made several campaigns (that people like and play....if nobody likes your campaigns then your on the wrong foot to start) then try modding. Modding gets your feet wet with what it is really going to be like to code, add models, music and customs into your game. The worst thing about this route is that you will find limits and you will want to break them. However, if you plan to use your creation to help land yourself a job, just be sure to pick an engine that most companies use (if it is even available, the Unreal Engine for example is pretty popular). The Long Answer you Don't Want to Hear: 1. Pick a programming language. The language you pick is completely up to you but it does help to research which languages you will benefit from the most. After you have decided on a language, learn it, live it, breath it, talk it and dream it. You have to know it through and through to even have a chance at pulling this off. This will take a considerable amount of time, a few years at the least. Learning the programming language is essential, especially if you are wanting to make your own engine from the ground up. Starting with a white computer screen and going into an level editor that was built for your game......so much is going on there. In most programming languages, Pong is over several hundreds of lines of code and that is just a black screen with a few white shapes and motion (sound if you want to get fancy). You must take into consideration that when learning to program, you will not be able to simply jump right in programming 3d (or even 2d games) for that matter. That will be far to advanced if you have never seen the inside of a decent compiler. Once you get a basic understanding of a programming language then you can attempt games like Guessing Number, Coin Toss, Poker and Text Based RPGs. 2. You mentioned that you have some knowledge of 3ds Max....thats a good start. Keep learning and practicing everyday. Making appealing art that other people feel good about spending $20-$50 on a game is pretty difficult for someone with "basic experience". Just know, there is more to the art in your game than 3ds Max. You also have to think about textures, skins (for wrapping the models you make) and how lights effect colors....again, a lot of stuff to take into consideration. So pick up a copy of photoshop or some other similar program and start learning that (especially bump maps and wrapping). 3. Sadly your are going to have to compose your own music and sound effects as well. That in itself can be a difficult task for someone. Programs likes FLStudios is great for this, the only draw back is that you will be stuck with stock sounds and sounds made by other people (unless you have your own studio) so you may not ever get that sound 'just right'. 4. While doing all of the above, it also helps if you continue doing research (as in playing new popular titles). This helps keep you up to date with what most players may expect from any game as well as ideas for your game as well. 5. The last step is to combine everything into a single working game. I spent 6 months making my own reflex game (kinda like asteriods) and ended up giving up on it simply because I couldn't make the art and music myself and didn't have money to hire anyone to do it. I didn't want to get sued for 'borrowing' stuff and most royalty free stuff is poor quality. Either way, it would be great to show to any potential employers. So keep everything you do, document it, back it up and make a portfolio!!!
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