我从创建具有仅仅一年编码经验的视频游戏中学到了什么

by Marlo Asis

通过Marlo Asis

我从创建具有仅仅一年编码经验的视频游戏中学到了什么 (What I learned from creating a video game with just over a year of coding experience)

Video games have always played a big role in my life. Final Fantasy II taught me how to read (Super Nintendo Entertainment System, so actually FF4).

电子游戏一直在我的生活中发挥着重要作用。 《最终幻想II》教我如何阅读(超级任天堂娱乐系统,实际上是FF4)。

Yes, my early vocabulary included “chocobo” and “spoony bard.” I remember when Street Fighter II came out. My brothers and I would spend hours and quarters at the arcades.

是的,我的早期词汇包括“ chocobo”和“ spoony bard”。 我记得《街头霸王II》问世的时候。 我和我的兄弟们会在拱廊上呆上几个小时。

I’d spend entire days at the arcade playing Dance Dance Revolution (DDR) with my brother, my cousin, and our other friends. We even had a “DDR crew” and “battled” other local crews.

我会整天待在街机上,与我的兄弟,堂兄和其他朋友一起玩《 Dance Dance Revolution(DDR)》。 我们甚至有一个“ DDR乘员组”,并“殴打”其他当地的乘员组。

I recently started playing Overwatch, and it has reconnected me with friends from 5, even 10 years ago. My wife and I strengthen (or test) our relationship by playing Overcooked.

我最近开始玩《守望先锋》,它与5岁以上的朋友(甚至10年前)重新建立了联系。 我和我的妻子通过玩《 Overcooked》来加强(或测试)我们的关系。

To say that I love video games is an understatement! ?

要说我爱视频游戏是一种轻描淡写的说法! ?

Video games teach, spark imagination, challenge people, and connect people. Video games bring joy into people’s lives. On the other hand, much of my current profession is filled with suffering - not necessarily my own suffering, but the suffering of others.

电子游戏可以教人,激发想象力,挑战人并与人建立联系。 电子游戏将欢乐带入人们的生活。 另一方面,我目前的许多职业都充满苦难-不一定是我自己的苦难,而是其他人的苦难。

I’m currently a resident physician (meaning I’ve finished medical school, but I’m still training under the supervision of other doctors). In my short career, I’ve heard too many parents talk about their child’s bright future before their child ended up in the hospital in critical condition.

我目前是住院医生(这意味着我已经完成医学院的学习,但是我仍在其他医生的指导下进行培训)。 在我短暂的职业生涯中,我听到太多的父母谈论他们的孩子的光明前途,直到他们的孩子病危入院。

I’ve heard too many regrets of patients lying on their deathbed. I’m frequently reminded of how short life is. It’s too short to have a dream and not try to pursue it.

我听到太多关于患者躺在病床上的遗憾。 我经常想起寿命短。 拥有一个梦想而不去追求它太短了。

So, I decided to make my dream of being a game developer a reality. In this article, I’ll share what I learned on my journey thus far, and some of the challenges I faced, with hopes of helping others who share this dream.

因此,我决定实现成为游戏开发人员的梦想。 在本文中,我将分享到目前为止所学到的知识以及我所面临的一些挑战,希望能帮助其他分享这一梦想的人。

学习如何编码 (Learning how to code)

So how did I get started? When I started residency, I saw an ad for a Udemy course on how to make video games on Unity. Finally having an income, I bought it. I quickly became too busy to get into it. I left it alone like a game I just bought during a Steam sale.

那么我是如何开始的呢? 当我开始居住时,我看到了一则关于如何在Unity上制作视频游戏的Udemy课程的广告。 终于有了收入,我买了它。 我很快变得太忙而无法进入。 我把它像在Steam交易期间刚买的游戏一样独自留下。

Two years later, my fiancée (now wife) came home from a difficult day at work. She said she was just going to learn how to code and quit her job. Like a good partner, I said, “Oh! Me too!” I opened up that Udemy course and downloaded everything. However, at that time, my wife and I were a 4 hour drive apart. By the time I had installed everything, it was time to leave and drive to her.

两年后,我的未婚夫(现为妻子)从辛苦的一天回到家中。 她说她只是要学习编码和辞职。 我就像一个好伙伴,说:“哦! 我也是!” 我打开了Udemy课程并下载了所有内容。 但是,当时我和妻子相距4小时车程。 当我安装完所有东西时,该离开并开车去找她了。

I decided to download and listen to some podcasts for the drive. This brings me to the first lesson I learned. Podcasts are super helpful. Listening to podcasts really accelerated my progress. It was on CodeNewbie that I learned about freeCodeCamp. Through freeCodeCamp, I learned about the importance of being part of a community. The Simple Programmer Podcast inspired me to keep going and stay focused.

我决定下载并收听该驱动器的一些播客。 这使我进入了所学的第一课。 播客超级有帮助。 听播客确实加速了我的进步。 我在CodeNewbie上了解了freeCodeCamp 。 通过freeCodeCamp,我了解了成为社区成员的重要性。 简单程序员播客激发了我继续前进并保持专注的精神。

In terms of game development related podcasts, Designer Notes, The Debug Log, and Game Dev Unchained introduced me to the experiences of other game developers. Their stories encouraged me. I learned the lingo. I learned from the mistakes they had already made. I did all this during those 4 hour drives when I would visit my fiancée. Podcasts transformed what would’ve been idle time into productive time.

在与游戏开发相关的播客方面, Designer NotesThe Debug LogGame Dev Unchained向我介绍了其他游戏开发人员的经验。 他们的故事鼓舞了我。 我学了行话。 我从他们已经犯的错误中学到了东西。 当我去看未婚妻的那四个小时的车程中,我做了所有这一切。 播客将原本空闲的时间变成了生产时间。

The other thing that helped me learn more quickly was that I dove right in. I entered a hackathon (by accident) with just 13 days of coding experience. It was here that I learned about the community and the local meetups.

帮助我更快地学习的另一件事是我确实参与其中。 我只有13天的编码经验(偶然)参加了黑客马拉松 。 在这里,我了解了社区和当地的聚会

At the local meetups, I learned about the possibilities of what could be made. It pushed me to make something so I could show them at the local demo day. It made me want to keep creating and sharing.

在当地的聚会上,我了解了可以做什么的可能性。 它促使我做出一些努力,以便我可以在当地的演示日向他们展示。 这让我想继续创造和分享。

As I created and shared, I got feedback and advice from those around me. That’s how I got better. That’s how I got the crazy idea that I could make and release a game by myself with such limited experience.

在创建和共享时,我得到了周围人的反馈和建议。 那就是我变得更好的方式。 这就是我有这么疯狂的想法,我可以凭有限的经验自己制作和发行游戏。

首次构建和发行游戏的挑战。 (Challenges of building and releasing a game for the first time.)

Actually making my own first game to be released had its challenges of making the art and writing the code. I improved with time, practice, and a lot of Googling.

实际上,制作自己的第一个要发布的游戏面临着制作艺术和编写代码的挑战。 我在时间,练习和很多谷歌搜索方面有所进步。

One technique I found helpful was to write things out in diagrams and in “pseudocode.” The diagrams helped me visualize how everything would connect, and the pseudocode helped me stay on track with what I wanted my code to accomplish. From there, it was a lot of trial and error, and doing the process all over again.

我发现一种有用的技术是在图表和“伪代码”中编写内容。 这些图帮助我可视化了一切之间的连接方式,伪代码帮助我紧跟了我希望代码完成的工作。 从那里开始,这是很多试验和错误,然后重新进行整个过程。

I found it challenging to process and implement people’s feedback. As I began to send my game for people to try, they would make suggestions. One reason this was difficult was because I didn’t know how to do what they were requesting. Another reason was I wanted to actually complete and release my game.

我发现处理和实施人们的反馈意见具有挑战性。 当我开始将游戏发送给人们尝试时,他们会提出建议。 这很困难的原因之一是因为我不知道如何去做他们所要求的。 另一个原因是我想真正完成并发布我的游戏。

I’ve heard stories of people giving up on their project because they get overwhelmed with too many features. I wanted to stay within my scope and minimal viable product. On the other hand, I wanted to make a product that people actually wanted. I imagine this will continue to be a struggle for me and any game developer/designer.

我听说过人们放弃他们的项目的故事,因为他们被太多的功能所淹没。 我想保持自己的范围和最小的可行产品。 另一方面,我想生产人们真正想要的产品。 我想这对我和任何游戏开发者/设计师来说都将继续是一个斗争。

During this process, I also realized that a lot of the hurdles came from within. When working on my own project, by myself, it’s easy to get lazy and get distracted. It’s easy to just stop working on something and say it’s “good enough”. It’s just as easy as spending way too much time working on something that “isn’t good enough”. What I found helpful was to make deadlines for myself and to write out goals for each block of time I had to work on my game.

在此过程中,我还意识到很多障碍来自内部。 在我自己的项目上工作时,很容易变得懒惰和分心。 停止工作并说“足够好”很容易。 这就像花太多时间在“不够好”的事情上一样容易。 我发现有帮助的是为自己设定截止日期,并为我必须进行游戏的每个时间段制定目标。

The biggest internal challenge, one that I imagine I’ll continue to face, is “impostor syndrome”. At multiple points in this process, I’d ask myself, “Who am I to make and release a game?” When I first uploaded my game to the Google Play Store for internal testing, it was rejected. I wanted to give up right then, despite the fact I had put in the work to complete the project. I didn’t even look at the reason why it was rejected! Thankfully, I snapped out of it and investigated the issue. It turned out to be a simple, fixable mistake. Imagine if I just gave up.

我认为我将继续面临的最大内部挑战是“冒名顶替综合症”。 在此过程中的很多时候,我都会问自己:“我是谁制作和发行游戏?” 当我第一次将游戏上传到Google Play商店进行内部测试时,它被拒绝了。 尽管我已经投入工作来完成该项目,但我还是想放弃。 我什至没有看它被拒绝的原因! 值得庆幸的是,我抢购了它并调查了这个问题。 事实证明这是一个简单且可修复的错误。 想象一下我是否刚刚放弃。

游戏发行及以后 (Game Release and Beyond)

Pressing the button to release my game to the public was scary. What if people hated my game? What if something was completely broken? At least so far, those fears were unwarranted. In fact, I have been very satisfied with the response to my game thus far. By no means is it a super successful game with only about 90 total downloads, and a grand total of $0.00 in revenue ? at the time of this writing. ?

按下按钮将我的游戏发布给公众很可怕。 如果人们讨厌我的游戏怎么办? 如果东西完全坏了怎么办? 至少到目前为止,这些恐惧是没有根据的。 实际上,到目前为止,我对自己的游戏React非常满意。 绝对不是一款超级成功的游戏, 总下载量仅为90个总收入为0.00美元吗? 在撰写本文时。 ?

However, at this stage, success is seeing people enjoy my game. It’s seeing someone who was about to leave a party stay another hour because someone beat his high score. It’s seeing people post screenshots of their high scores. It’s having someone beat my high score (although I died a little bit on the inside). It’s seeing that people challenge themselves. It’s seeing that joy when they reach a new level of accomplishment.

但是,在这个阶段,成功是看到人们喜欢我的游戏。 看到有人要离开聚会又要停留一个小时,因为有人打败了他的高分。 看到人们张贴他们的高分的屏幕截图。 有人击败了我的高分(尽管我在内心有点死了)。 看到人们在挑战自己。 当他们达到新的成就水平时,就会看到喜悦。

So, where do I go from here? I think I want to try incorporating multiplayer, or at least figuring out how to do a ranking system. People seem really into getting a high score. I also need to learn more about the business/marketing aspect of things.

那么,我从这里去哪里呢? 我想我想尝试合并多人游戏,或者至少弄清楚如何进行排名系统。 人们似乎真的在获得高分。 我还需要了解有关事物的业务/营销方面的更多信息。

I think I’ll start now. I invite you to try my game “Squircle Circle Tap” for iOS or Android. While you try the game out, I’ll continue building my skills to move toward those games that impacted me so much throughout my life. Thank you for reading, happy coding.

我想我现在开始。 我邀请您尝试一下适用于iOSAndroid的游戏“ Squircle Circle Tap”。 在您试用游戏的过程中,我将继续培养自己的技能,以朝着那些一生影响到我的游戏发展。 感谢您阅读,编码愉快。

翻译自: https://www.freecodecamp.org/news/how-i-created-a-video-game-with-just-over-a-year-of-coding-experience-6bc585acef76/

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