无障碍开发
Anyone Can Enter The Market Now
任何人都可以立即进入市场
Making a video game is a dream that many have had, though far fewer have actually done it. For many years, the development of any video game that rivalled those you could buy from the big publishers was an endeavour that required you to have a team, dole out serious cash for engines, assets and more. Then you would have to have an even more massive advertising budget.
制作视频游戏是许多人梦a以求的梦想,尽管实际做梦的人很少。 多年来,任何与您可以从大型发行商处购买的游戏相抗衡的视频游戏的开发都是一项努力,要求您拥有一支团队,为引擎,资产等提供大量现金。 然后,您将不得不拥有更大的广告预算。
Video game development was firmly outside the realm of the common-folk. People who wanted to do it as a hobby were required to make sacrifices in quality or depth. All of this, while knowing that competing with the big studios, was almost out of the question.
电子游戏的开发完全超出了普通人的视野。 希望将其作为爱好的人必须在质量或深度上做出牺牲。 所有这一切,虽然知道与大型工作室竞争,却几乎是不可能的。
Then, in the last ten or so years, something big happened, and it changed gaming forever.
然后,在过去十年左右的时间里,发生了一件大事,它永远改变了游戏。
移动市场 (Mobile Markets)
When smartphones first showed up on the scene, for a while, the biggest games found themselves locked onto the consoles and computers. As a result, many of the big studios missed their chance to capitalize on what would become one of, if not the most significant electronic entertainment market, the mobile device.
当智能手机首次出现在现场时,有一段时间,最大的游戏发现自己被锁定在控制台和计算机上。 结果,许多大型工作室都错失了利用移动设备(如果不是最重要的电子娱乐市场)之一的机会。
When you think of the runaway successes from indie developers over the last ten or so years, there are quite a few examples. Games such as Angry Birds, Flappy Bird, and more — I promise they don’t all have to deal with birds — you begin to see that the indie developer has kind of stolen the show with the mobile market. The popular games don’t all open with the same studio’s catchphrase anymore.
当您想到过去十年左右的时间里独立开发人员取得的巨大成功时,有很多例子。 像《愤怒的小鸟》,《飞扬的小鸟》等游戏-我保证它们不必都与小鸟打交道-您开始发现独立开发者已经在移动市场上抢走了该节目。 流行游戏不再都以同一工作室的流行语开头。
It’s open. It’s accessible. And yes, you can join in too.
它是开放的。 可以访问。 是的,您也可以加入。
太晚了 (It’s Too Late)
You might be wondering since the App Stores, and the Consoles are so overcrowded with games that look appealing, how can you make it big? It’s 2020, after all, these markets are completely saturated. Isn’t it too late? The trick here is not to overthink it. If you focus right now on how you are going to break one million sales on your first game, you’ve already lost. That’s not the point. You may never make one million sales. Game development, however, comes with many rewards that are not monetary.
您可能会感到奇怪,因为App Store和游戏机都挤满了看起来很吸引人的游戏,那么如何使它变大呢? 毕竟是2020年,这些市场已经完全饱和。 还不晚吗? 这里的诀窍不是想得太多。 如果您现在专注于如何在第一款游戏中突破一百万的销售量,那么您已经迷失了方向。 那不是重点。 您可能永远不会赚一百万。 但是,游戏开发附带许多非金钱的奖励。
If you learn C# or Javascript to develop with Unreal, C++ to develop with Unreal, or Swift to develop with SpriteKit, you’ve gained a remarkable and marketable skill. Once you’ve mastered this skill, you can add that to your resume, and you can open yourself to further opportunities in the job market.
如果您学习使用虚幻引擎开发的C#或Javascript,使用虚幻引擎开发的C ++或使用SpriteKit开发的Swift,那么您已经获得了非凡的可销售技能。 掌握了这项技能后,就可以将其添加到简历中,并为在就业市场上的更多机会敞开大门。
While you enjoy further success in the job market, keep at it. Keep making games. Your first one may not be that great, but it’ll forever be your first game. To develop the first game I ever made, I used Objective-C — just before Swift was released — and it was called Beaver Rage. Just a beaver, sitting on a dam, breaking trash before it hits him. That’s it. That’s all it was. To most people, it was maybe a couple of minutes of play before they were bored. For me, it opened me up to programming.
当您在就业市场上获得更多成功时,请继续努力。 继续做游戏。 您的第一个游戏可能没有那么好,但是它将永远是您的第一个游戏。 为了开发我做过的第一款游戏,我在Swift发行前就使用了Objective-C,它被称为Beaver Rage。 只是一个坐在水坝上的海狸,在撞到他之前打破了垃圾。 而已。 仅此而已。 对大多数人来说,这可能是他们玩了无聊的几分钟。 对我来说,它使我可以进行编程。
My wife was nice enough to make me some graphics, she used MSPaint, I love her for them, but they were as you would expect coming out of paint. I did the coding, and I used Garage Band to stitch together. I think three loops, and that was my music. I did some screams in a high pitched voice for some sound effects, and that was about it. That was my game.
我的妻子很友善地为我制作了一些图形,她使用了MSPaint,我爱她,但它们确实如您所愿。 我做了编码,然后用车库乐队将它们缝合在一起。 我认为三个循环就是我的音乐。 我以高音调尖叫,以获得一些音效,仅此而已。 那是我的游戏。
It didn’t make any money. I never released it. Swift came out, and I spent some time trying to translate it to that language to use SpriteKit but never finished the project. It’s okay, sometimes that happens.
它没有赚钱。 我从未发布过。 Swift问世了,我花了一些时间尝试将其翻译成该语言以使用SpriteKit,但从未完成项目。 没关系,有时会发生。
不要放弃! (Don’t Give Up!)
You might think the story ends there, and that it isn’t much of a story, but with what I learned building that first game, I have gone further in my career than I ever thought possible, and am immensely enjoying the success. Still, I haven’t given up on building games. In 2016 I released another game, Nimbus Lagoon. This one did enjoy a release, but it wasn’t exactly a stellar performance.
您可能会认为故事到此结束,而且故事内容不多,但是随着我学到了制作第一款游戏的经验,我的职业生涯比以往任何时候都想像的更遥远,并且非常享受成功。 尽管如此,我仍然没有放弃游戏的开发。 2016年,我发布了另一款游戏Nimbus Lagoon。 这首歌确实发行了,但并不是完全出色。
Released in SpriteKit, Nimbus Lagoon did manage to garner a little over three thousand downloads. Again, this was not a financial success by any means, I was out the two years of developer agreement fees with Apple, and I never got around to building it for Android. Still, my knowledge of programming, algorithms, and problem solving exploded.
Nimbus Lagoon在SpriteKit中发布,确实获得了超过三千次下载。 再说一次,无论如何这都不算是财务上的成功,我和苹果公司签订了两年的开发者协议费,而我却从来没有为Android构建它。 尽管如此,我对编程,算法和问题解决的知识还是爆炸式增长。
I’ve picked up Web development in the time since, building small projects, and with each new thing I learn, two things happen:
从那时起,我开始进行Web开发,构建小型项目,每学到一门新东西,就会发生两件事:
- I’m opened up to a whole new world of things I can learn; 我向可以学习的东西开辟了一个全新的世界。
- I have an easier time learning these topics, and projects go faster and faster. 我可以轻松地学习这些主题,并且项目运行的速度越来越快。
In the time since 2017, when I removed Nimbus Lagoon from the Apple App Store, I have taken a hiatus from Game Development. It’s not that I wasn’t into it, but having small children took a toll on my spare time.
自2017年以来,当我从Apple App Store中删除Nimbus Lagoon时,我已经从Game Development中退出了。 并不是说我不喜欢它,而是因为有个小孩对我的业余时间造成了损失。
When I returned, however, I came to realize there was a paradigm shift.
但是,当我返回时,我意识到存在范式转变。
框架,开发工具,引擎 (Frameworks, Development Tools, Engines)
When I was building Beaver Rage, and even when I was building Nimbus Lagoon, there was an anti-engine sentiment in the online game development communities. You weren’t a real game developer if you used a pre-built engine. This sentiment was always absurd to me because even the big studio’s used pre-built engines, but the idea remained entrenched in the indie game dev community.
当我建造Beaver Rage时,甚至当我建造Nimbus Lagoon时,在线游戏开发社区中都有一种反引擎的情绪。 如果您使用预先构建的引擎,那么您不是真正的游戏开发人员。 这种感觉对我来说总是很荒谬的,因为即使是大工作室也使用预制引擎,但是这个想法在独立游戏开发者社区中仍然根深蒂固。
I let this idea percolate until I believed it. Sure, I used SpriteKit, but then I got it in my head that I needed to build my Android engine from scratch, and I put time into it, and eventually, I had to abandon that project. Building a game was certainly feasible, however building it from the ground up while trying to stay on top of technological changes, development software updates, trying to keep a real job going, and doing it all alone, was not.
我让这个想法渗透,直到我相信了。 当然,我使用了SpriteKit,但是后来我想到了从头开始构建Android引擎的想法,然后花了很多时间,最终我不得不放弃了这个项目。 制作游戏当然是可行的,但是,从头开始制作游戏,同时又要紧跟技术变革,开发软件更新,试图保持真实的工作状态并独自完成这一切,都是不可行的。
When I returned from my hiatus about a month ago, my children now of an age where playing X-Box together or swinging on their swings outside more entertaining than bugging their old man, something had changed.
大约一个月前,当我从休假期回来时,我的孩子已经到了一起玩X-Box或在Swing上荡Swing的年龄,比逗弄老人的娱乐性更强了,情况发生了变化。
It seems now that every Indie game has is built using Unity or Unreal. Further, the most popular games now are made using a pre-built engine, many of which are being produced by Indie developers.
现在看来,每个独立游戏都使用Unity或Unreal构建。 此外,现在最流行的游戏是使用预建引擎制作的,其中许多是由独立开发人员制作的。
This paradigm shift, alongside the tools that brought it about, has obliterated the barriers to entry for game development. If you learn to code, you can get in. If you can build the assets but can’t code, you can often use a graphical interface and bypass large parts of the coding until you get the hang of it. You can get in. If you have an idea for a game that you think others will play, build it, you may not be an overnight success, but you will learn invaluable skills.
这种范式转换以及带来的工具消除了游戏开发入门的障碍。 如果您学习编码,则可以涉足其中。如果您可以构建资产但不能进行编码,则通常可以使用图形界面并绕过大部分代码,直到掌握了一切。 您可以参与进来。如果您有一款可以让别人玩的游戏的创意,那就打造它吧,虽然可能不会一success而就,但是您将学到宝贵的技能。
All of the skills you will build learning to make games can be applied to other industries as they have in my life. Success making a video game doesn’t have to come from sales directly. So if you want to make video games, do the following, and reap the rewards of what it will bring to your life:
您将学习的用于制作游戏的所有技能都可以应用于我生活中的其他行业。 制作视频游戏的成功不一定直接来自销售。 因此,如果您想制作视频游戏,请执行以下操作,并从中获得收益:
- Keep making games. They don’t have to be complex, do what you can, and try and add a new feature to each game you make; 继续做游戏。 他们不必太复杂,可以做的就可以,并且尝试为自己制作的每个游戏添加新功能;
- Try and switch up the tools you are using. You’ll want to use tools until you become familiar with them, but by trying new tools and exposing yourself to new technologies, you widen your skillset and make yourself more valuable. Use Engines like Unity and Unreal. Try building games without. Build HTML5 games and Mac Games. Learn as much as you can; 尝试并切换使用的工具。 您将需要使用工具,直到您熟悉它们为止,但是通过尝试新工具并使自己接触新技术,可以扩展技能范围并提高自己的价值。 使用Unity和Unreal等引擎。 尝试不创建游戏。 生成HTML5游戏和Mac游戏。 尽可能多地学习;
- Use different programming languages. You might think C# is fine for Unity Development, but think about it, even if you never get your game off the ground, if you mastered Javascript to build your game, you could use Javascript with Microsoft Office in an office setting, maybe build yourself a new little niche; 使用不同的编程语言。 您可能会认为C#对于Unity Development很好,但是请考虑一下,即使您从未开发过游戏,如果您掌握了Javascript来构建游戏,也可以在办公环境中将Javascript与Microsoft Office结合使用,也许自己进行构建一个新的小生境;
- Use assets from the various Asset Stores — even the free ones. Many of the available assets are of high quality, and if you don’t have to make them, they will speed up your development time. Sure your game may not end up being as unique as it may have otherwise been, but each game is a step, and eventually, you’ll be so fast at setting up you may have time to build the assets as well; 使用各种资产商店(甚至免费商店)中的资产。 许多可用资产都是高质量的,如果您不必制造它们,它们将加快开发时间。 当然,您的游戏可能不会像以前那样独树一帜,但是每个游戏都是一步,最终,您将很快建立起来,甚至有时间建立资产。
- Keep being curious. If it looks interesting, it probably is. Play with it until you figure it out. Your games don’t need the best graphics, but if you can do something neat, people will notice; 保持好奇心。 如果看起来很有趣,可能就是这样。 玩弄直到找到答案。 您的游戏并不需要最好的图形,但是如果您可以做一些整洁的事情,人们会注意到。
Get engaged in the Game Development communities. As real as it is with Web Development, the Game Development communities on Twitter and elsewhere will be an invaluable resource for help, encouragement, and friendly competition. Take part in #ScreenshotSaturday on Twitter, or share your stories with #GameDev. Before long, you’ll find yourself building a following and just maybe getting your projects in front of the right people.
参与游戏开发社区。 与Web开发一样,Twitter和其他地方的游戏开发社区将是帮助,鼓励和友好竞争的宝贵资源。 参加Twitter上的#ScreenshotSaturday ,或与#GameDev共享您的故事。 不久之后,您会发现自己建立了追随者,甚至可能在正确的人面前展示您的项目。
Most importantly, though, you’re building games and not office software for a reason. Have fun. That’s why you’re doing it.
不过,最重要的是,出于某种原因,您在构建游戏而不是办公软件。 玩得开心。 这就是为什么要这样做。
翻译自: https://medium.com/swlh/barriers-to-game-development-have-been-obliterated-8ec9b55e64aa
无障碍开发