I think general concepts could be a great idea. Internet is full of tutorials for "Make X with Y", like Brackeys' Youtube channel for Unity. But serious discussion of Game Dev concepts in general? Not so much IMHO.
Thanks for the feedback! I agree with you 💯
I'll add some general concepts to the list and hope future posts drive the conversation and provide follow-up concepts to discuss. If you have any specifics you'd like me to include, please let me know!
Well, for instance I'm am very interested in the things explained in "The Art of Game Design". If you've never read, it is a very extensive book (800 pages) about every topic you could imagine of game design. It could be a great place to start because some people won't read that much but will be willing to read/watch 5 minutes of the topic.
I'm interested in the ECS (entity component system) architecture :-D
I have a question in the meantime: what do you think about Rust in game development? Does it have a future?
I was interested in this a little while ago. So I took a crack at building a dumb thing to try out an ECS based game. Maybe it'll help.
Happy to answer any questions you have looking at it.
Thanks! I'll check it out
Thanks for the feedback! ECS is a great suggestion to add to the list 👍
Unfortunately, I haven't used Rust so I can't speak much to it other than to say it's always great to have more options, so I hope it does have a future!
Are you my long lost twin brother? ECS was also the first thing that popped into my mind :-D
I think rust will be great for game server.
I think concepts behind things like basic AI are very hard to discover for newcomers in a generic way. You hear about state machines and behavior trees, but not enough to actually know how to apply them yourself without a supporting library.
Want to learn state machines? Try the MUGEN fighting game engine, it's all state machine based.
It's not object-oriented though so be prepared for a lot of copypasting. You can check out some of my things at trinitymugen.net
Thanks for the feedback! I definitely want to go over AI mechanics and discuss different approaches for implementation.
I am a lot interested in architecture and optimization techniques in games. These concepts are usually not covered in tutorials and even if it is covered then it's mostly language or framework specific.
First of all, thank you for requesting feedback and proposing to do game dev guides.
I'd welcome pretty much any game dev article. I suppose Unity is of most interest to me because I can use F# with it. But an overview of game engines would be great... and especially the pricing models they use. (Like that tricksy Lumberyard engine disallowing you from using non-AWS cloud providers.)
One of the aspects where I have especially little knowledge is graphics. I could really use an overview of graphics systems. I have ideas for both 2D (card) and 3D games. So it would be helpful to know common tools used to create basic graphics (especially 3D), and how to integrate them into a game. (I am also aware of assets being available on Unity Store.)
I have a basic understanding of ECS. But I could definitely have more knowledge about how ECS shapes game implementation -- what it's like to add or modify a game feature under ECS.
Thanks for the feedback! This is a great set of items and I've added them all to the list 🙂
I’d be interested in understanding how a game development team manages and works together to develop and combine multiple systems; World/Environment, Art, Animaation, Gameplay Mechanics, etc. into a cohesive working product.
Coming from a web development background with front end/backend as the two main disciplines, and professional experience steeped in working in smaller teams (1-5 people), a view into how large teams collaborate on multiple systems that seem to hinge on each other would be fascinating.
Splendid topic for lots of articles, thank you for volunteering :)
A long time ago in a job far far away (1995-9), I used to work with a research team on distributed game architecture and I miss it! I'd be really interested to learn about the current state of the art for state management, scaling and large environments, numbers of players or AI in a shared system... for example, how does Elite:Dangerous actually work, or Pokemon Go?
Thanks for the feedback! That sounds like an awesome position - I'd love to read some articles about what it was like to be on that research team 🙂.
If I can remember anything I'll write it up, it was a seriously long time ago and I was on the periphery working in BT Wireplay (then Gameplay.com) creating an on-line multi-player network, helping game developers get the networking right (many made similar assumptions based on LAN games that do not work well!).
I do remember a specific problem they were addressing known as the 'Death Star Problem', how do you handle thousands of players in a single space, with large malleable objects and unpredictable events... no biggie :)
Thanks for the feedback! I'm happy to see interest from people with experience outside of game dev. Currently, I work as a front-end dev so that gives me an opportunity to discuss the similarities and differences between web and game dev.
I personally would prefer general concepts such as patterns and optimization. The reason for this is I'm kind of sick of everything being Unity and Unreal when mostly what I want to know is how to implement things in my own engine (which I am working on).
Optimization, game concept and approach for particular things like object pooling when you want to create a lot of gameobject.
I think if it have one tag for each game engine like #unity3d, #unreal would be great too.
Thanks for the feedback! I'll add these to the list and make note of using tags to identify the engine.
Thanks for offering to write this guides. I used to be in game development doing graphics engine stuff but rarely got an opportunity to do gameplay. Do you have much experience in gameplay mechanics?
I think there are way too many Unity and Unreal tutorials that show off their engine features. It would be nice to know more about design and mechanics because you can always look up engine features but not game mechanics.
There are also many tutorials about engine development but not many game architecture. How do different pieces fit together, how to make a working pipeline for art assets into real time usable assets, etc.
If you ever want to collaborate too, I would be interested : )
Thanks for the feedback! I got my start in graphics/engine development but have since moved to focus on programming gameplay; I really enjoy it!
I agree. I want to focus on gameplay mechanics first and then discuss why one might want to use an engine feature to accomplish the goal.
I'll definitely keep you in mind for collaboration opportunities! I may make a game open source on GitHub in the near future.
I definitely be interested in reading about general concepts and architecture. Optimization would probably be more advanced topic so don't do it too prematurely.
Thanks for the feedback!
I agree that optimization might be a bit too advanced to start with. Thanks to the responses received so far, I've now got a good idea of where to start. 🙂
We're a place where coders share, stay up-to-date and grow their careers.
We strive for transparency and don't collect excess data.