Today's a somewhat lengthy filler to go over a few more random things when it comes to getting into independent game development. I'd already covered this before way back in 2013 in Filler #32: "So You Wanna Make Games?" (
https://www.youtube.com/watch?v=9wElcvNqYzs ) but things have changed quite a bit since then, with indies having a lot more options now in terms of game engines, dev tools, marketing methods, and storefronts to sell their games on in the first place.
That said, much of what I talked about in the original video is still relevant today, so if you never saw the original one, watch that first before watching this one! :B
Also, here's some quick links to all of the game engines and SDKs mentioned in the final part of the video:
Unity -
https://unity.com
GameMaker Studio -
https://www.yoyogames.com
Godot Engine -
https://godotengine.org
Clickteam Fusion -
https://www.clickteam.com
Build Engine -
http://advsys.net/ken/build.htm
M.U.G.E.N. -
http://www.elecbyte.com/mugendocs-11b1/mugen.html
Allegro -
https://liballeg.org
SDL -
https://www.libsdl.org
DarkBASIC -
https://www.thegamecreators.com
QB64 -
https://www.qb64.org
Unreal Engine -
https://www.unrealengine.com
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Additional Information and Corrections:
* Here's another good tip for dealing with performance issues which can often be overlooked by those unfamiliar with the intricacies of software programming: Often times there's a difference between "debug" and "release" builds of a program. "Debug" builds have all kinds of extra data and logging going on to help coders find faults, but this can introduce performance issues, whereas "release" builds strip all of that debugging data and logging to ensure the highest performance possible. If your game engine or dev environment has the ability to switch between debug and release builds, make sure you test performance on the RELEASE build, not the debug build! :P
* One thing I forgot to mention which is actually a really useful tip for ALL software developers, games or otherwise, is that nothing is ever wasted. Any code you write or assets you make are still potentially useful in future projects, whether the project they're originally intended for sees the light of day or not! I have transferred over code and assets from prior projects to new projects MANY times and never throw out ANYTHING! :B
* As of this moment, the "3D Test Game" I show in the video is not available on my website. Everything else is though! ;)
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Pixelmusement Website:
http://www.pixelships.com
ADG on Pixelmusement:
http://www.pixelships.com/adg
Alphabetical Index of ADG Episodes:
http://www.pixelships.com/adg/index2.html
Kris' Patreon Page:
https://www.patreon.com/kasick
@Pixelmusement on Twitter:
https://twitter.com/Pixelmusement
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