I have a small tip that may help people. I have programmed SpaceCommanders found on http://www.geocities.com/ddmusc. When animating objects one can use threads that sleep for a small interval and awake themselves to update the animated object sate. The sleep interval is proportional to the rate of change of the object. One may also use Timers(to avoid thread problems) but I found out that the game will be less smooth or even jittery.
Daniel
Start with a cold head.
Be prepared for heavy and long work.
Try to find some source of money for your game.
Game programing is most difficult type of programing, so be warned.
Realy. You must do: AI programing, Graphic programing, Try to find some type of fast intersection colision algorithms (one friend said I could get engeneer title if I'd did it on university :\), Sound, User support, Hopefuly not lawyer work, Artist work ie writing story and so on. Well, it was short verzion of work of game developer.
I could write down tips for every part of game doveloping except finding money and 3D graphic... It would be just several pages long...
yes another tip: work at least one hour per day. well at least one hour per week. It should realy help.
I'm currently in that part find some source of money for better equipment. :(
Raghar
Someone said: English without gram errors is thing that only Americans can do. :) So I'm no American. :>>
well although i am not an experienced game programer. I find that a lot of people try to start game programing with huge battleships, and funky plasma cannons, and extravigant graphics ideas.
but they never stop to work through the basics of a game in general. such as what are the values of the moves, how do they effect the possible paths to victory or defeat and all the theoretical math-like stuff.
it seems rare these days the game-play is improved. although there are classic games that are good to build to understand game development. but so many games are the same thing with different window dressing.
The game that you ultimately want to build is probably some huge monstrousity with all kinds of options, smooth graphics, great AI, kicking sound, networking capabilities, etc. The biggest thing I've learned is that you need to start small, and grow your game modularly... But you should also figure out ahead of time where you're eventually going. This doesn't mean that you need to have EVERYTHING mapped out ahead of time, but rebuilding the system you just spent 3 weeks getting the bugs out of because it didn't fit in the long range plan is annoying and discouraging.
So the method is...
1)Make a broad outline of everything you want your game to do.
2)Pick the KEY features that the game HAS to have, and get them working at the most basic level.
3)Pick something from your list to add or enhance.
4)Get that to work.
5)Rinse, lather,repeat... And don't get discouraged... The best games aren't written in a week.
<rant>
> Someone said: English without gram errors is thing that only Americans can do.
I blame M$. The only reason this is true[1] is that the Word grammar checker doesn't localise, so that although the spelling checker doesn't complain when I spell words like "colour" correctly, the grammar checker does complain when I use the word "which" correctly, but in a way in which Americans don't use it. For example, "The car which just passed the lamppost" is correct English, but M$ Word complains that "which" should read "that".
[1] Actually, this labours under the false assumption that American is a dialect of English, rather than a separate language.
</rant>