You Can Make Video Games
youcanmakevideogames.com
youcanmakevideogames.com
Designing your game is about 3-5% of the time spent making it. The rest is in tweaking animations, inverting arrays for better performance, refactoring, adjusting physics, fixing weird bugs, creating metaformats, and wishing desperately that floating point numbers did a bit less floating.
Making a board/card game, however, is accessible to EVERYONE. If you can manipulate a pen and a pair of scissors, you can have a functional game in a matter of minutes. Then you get to spend 90% of your time working on the game design and not figuring out how to fix bugs in the physical medium.
1) It's a multidisciplinary effort. Unless you're someone with multiple talents, you need to put together a team to work on it. You might try to pull it off all by yourself using free resources you can find on the Internet, but it's next to impossible to make a truly great game that way.
2) The biggest amount of work will be spent on "polishing" things. Dotting the i's and crossing the t's, testing your levels and tweaking them, all that stuff is a lot of work. And videogame players are a lot less forgiving than other application users.
There's an interesting take on this in the book Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form
http://www.amazon.com/Rise-Videogame-Zinesters-Drop-outs-Hou...
"If you really don’t want to make your own art, steal it! There are a ton of sites with sprite rips of classic 2D games. You can’t make a career on stolen game sprites but no one is going to be sending you legal threats for you making your first few simple games that way."
Many media companies have staff lawyers to police their IP, so it does not usually cost them any (additional) money to send out copyright notices.
I ran through these and it got me up to speed very quickly.
I've been working in WPF, WCF, and throwing in PLINQ and TPL (all .NET desktop/server-stuff) mainly because that's where I come from, but also because I've always thought of what I've been doing as a proof-of-concept.
Can I do a plug? I wrote a book for new mobile devs: http://ebook.greenlightevals.com
The genesis of that project is a high school class I teach -- see http://www.auscillate.com/post/300. But it's proving attractive to a broader audience as well.
Anyway: End plug. Just thought I'd throw it out there!
- gamedev subreddit - http://www.reddit.com/r/gamedev/
- python game engine - http://www.pygame.org/news.html
- sprite builder so you don't have to worry about art - http://charas-project.net/charas2/index.php
https://bitbucket.org/pygame/pygame/changesets
11 changes in the last 30 days. And it looks like pygame has an active community: http://www.pygame.org/wiki/info
The site could be more coherent, but I didn't have to look hard to find those things.