Some of My Test Files |
Now let me tell you
about some of the trends of these failing teams before I get into the main
subject of this article. (However if you want to
skip this part skip to the next bolded section)
Teams that start
out in High School or Early College
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These teams can be
successful don't get me wrong. These teams are usually started by a group of
bored friends that have no "real" knowledge of how game creation
works. And most do not have the real drive to finish either: learning,
planning, or creating.
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MMOMakers
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A whole bunch of
people like the idea of an MMO that fits their needs completely, however they
do not understand why no MMO fits anyone's highest needs. MMO's are big. Like
Really big. Most teams don't understand how much effort goes into making these kinds of games. There is a lot more
modeling, texturing, and animating that a single player game. Not just the
actual physical content is increased, but the programming and server
development is the biggest issue. No game comes from gathering a group of
people together and telling them to make it based off of their skills. There
is a lot of money and effort that goes into R&D (Research and
Development). Researching how to do these things is too much for a small
group of people. So these people need to get over their pipe dreams.
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Full Time workers
with varying schedules
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Now this kind of
team fails frequently by no fault of their own. If no one on the team can
meet, then there is no time to discuss and direct each other in order to make
it flow well. And there is hardly any time for private work as well.
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Okay that’s out of
the way, I can breath now.
Learning the Ropes
Now if you have a
level head about you and realize that your first project might be crap, or at
least not to your expectation, then you might be in good shape. The best way to
lean the ropes of game dev is to be working on a project as you research; I think
anyway. Now the things that you have to learn straight up is modeling,
texturing, and animation; no matter where you go. But one of the main things
that will give people a hard time is the programming. Programming is hard to
do, probably he hardest for beginners and this is the thing that needs to be
entered slowly.
Programming for the Newbie
Diving into learning
a programming language will be extremely tough for the newcomer to do. So I
suggest working with something that will smooth part of that processes over.
There are some games engines that have you really just click a few buttons to
make a game. This might be a good idea to do. It really just depends. But so
you can get some taste of programming while hitting some buttons, I would say
that Blender Game Engine is the best bet.
What is Blender?
Blender was primarily
a 3D Modeling and Animation software. However, as time has went on, Blender has
become more robust and has expanded it's portfolio. Blender now has nice Video Sequence editing, 3D Camera Tracking, and Motion Tracking,
and a stronger game engine.
Learning Logic with Blender
Logic Bricks |
That's Not All It Is
Not just is Blender
easy for beginning programmers, but it is fantastic for all of it's other
features. The UI, to me, is very intuitive and simple (Once you learn the
simple hotkeys, which are also very natural) I have tried using a few other 3D
programs, but I never decided on them. I was able to get my hands on 3DS Max,
(I received it from a Student because I couldn't afford it) and the UI was not
very smooth to me. Because 3DS Max was so weird I did not try the Maya that was
given to me since it too was made by Autodesk (So I have no real opinion on
it). I also was able to beta Test a software coming out soon called "Ray
Supreme". I am not allowed to give any details about it until it releases,
but I can say that it was not my cup of tea either. I also tried some cheap
software programs that didn't work out either. Needless to say, I stuck with
Blender.
Solution for Just About Everything
Animation Workplace |
Documentation
Okay, I mentioned a
tutorial like two sentences ago so let me tell you something. This I would
figure is the most important topic when researching for an software,
documentation. The community for Blender is extremely huge. There are several
different forums all with almost infinitely amount of topics posted. There are
several Blogs dedicated to it. The most exciting documentation to me is the
endless video tutorials. Any problem I have ever run into, I have found someone
with a solution.
Pricing
Now the final topic,
and the one that hurts most staring developers, price. Blender has many high
end features. It does not have some of the very complex abilities like some AAA
engines, but it is growing, and quickly. A software with extensive documentation,
amazing incorporated features, and an amazing community is defiantly worth a
fair amount of money. However the value of Blender is much higher than the
price asked of it, which is free.
It's Big Problems
Now I know it seems like I have been praising Blender beyond belief, but believe me I am not that big of a fan boy. There are some problems about this engine. The ability to optimally run a very high poly count is not as sufficient as others. Creating an online multiplayer game is not very likely (to my knowledge anyway). And the biggest downfall is the exporting abilities.
Now I know it seems like I have been praising Blender beyond belief, but believe me I am not that big of a fan boy. There are some problems about this engine. The ability to optimally run a very high poly count is not as sufficient as others. Creating an online multiplayer game is not very likely (to my knowledge anyway). And the biggest downfall is the exporting abilities.
Licensing
To fully explain the exporting problems I need to get into the licensing. As I have said before, Blender is free. How is it possible for Blender to be free? Well Blender is an open source software that several people work on for free (some people are out sourced to I believe). And these people believe that there should be a robust solution such as this that is free to all people who need it. So the licensing it was put under is called GPL (General Public License). This license allows several things that people can do: create content for free, sell content created, and even sell the software, and so on. So how does this affect the export?
Blender exports one of two ways. You can export as a
".exe" file which is typical, or you can export as a
".blend" file. First lets talk about the ".blend" file. If
the game is exported as a ".blend" file then the player needs to have
Blender installed so that it can be opened. But you don't want to do that do
you? That would be extremely complicated for someone to have to do to play it
and it would break down the size of your audience. Well okay then, I can just
export as a ".exe" file that should be good right? Wrong! If you
export as a ".exe" file then the game is compiled with the Blender
Player incorporated. What's wrong with that? Well this goes back to the
licensing. All of you material that you create in Blender, on its own, is your
content, however, once the Blender Player is incorpor
ated into your file it is instantly placed under GPL because some of the content is Blender's. This means that anybody can take your game or your files, and use it for their personal use or even sell it for their profit.
To fully explain the exporting problems I need to get into the licensing. As I have said before, Blender is free. How is it possible for Blender to be free? Well Blender is an open source software that several people work on for free (some people are out sourced to I believe). And these people believe that there should be a robust solution such as this that is free to all people who need it. So the licensing it was put under is called GPL (General Public License). This license allows several things that people can do: create content for free, sell content created, and even sell the software, and so on. So how does this affect the export?
Exporting Problems
Scripting Workplace |
ated into your file it is instantly placed under GPL because some of the content is Blender's. This means that anybody can take your game or your files, and use it for their personal use or even sell it for their profit.
Exporting Solutions
However there are a few ways that you can get around these
problems. You can do a search for these and you can find them after some work.
What these solutions are, are engines that you can import your
".blend" files into, with all your programming and physically created
content and it will compile it with out the Blender Player. Some can even
export to mobile devices.
Conclusion
That's about all I have to say on the matter. Summed up, I
think Blender is a way for anyone interested in Game Development to get
started. Look at it some more and see if it will work for you. And remember,
there is no such thing as wasting your time. You need to learn it anyway and
you need to go through problems, Blender just seems like the best bet to start
out.
Pretty soon I' will post an article about some of the best
games I liked that were made with Blender.
Thanks for reading, Bye!