Starting Out: Why Build Your Own Games?
Let’s get this straight – messing around with building games isn’t just for coders in a backroom with six screens and glowing headphones. No way, José.
- You're not stuck behind complex formulas or lines of cryptic text;
- The learning curve is smoother when creativity's in play,
- If you can imagine it, there’s probably a tool that’ll help you code it these days (with minimal hair-pulling involved).
| Milestone | Description |
|---|---|
| Start-up phase | Select a platform based on experience + project goal. |
| Middle stage | Dive into core mechanics + basic narrative threads. |
| Closing act | Publish and share it; see where it hits! |
There are so many tools flying around in game-building now, honestly? The sky’s kind of the limit – as long as you're okay with some trial and error… which let’s be real, is most of us.
Your Building Block Options for 2024 – Let’s Not Panic Yet
You've made the bold call – yes, I want to try and build a dang game.
No Code Tools – Great If You Don’t Speak Binary
Nope, not gonna force you into learning C# at gunpoint unless you actually like that sort of stuff. Platforms like GDevelop, RPG Maker MZ and the big boss himself, Gamemaker Studio, have started making the coding-free approach more common – even viable – especially among newer dev circles.
The upside here should be obvious — fast turnaround, easy drag-and-drop interface, plus no worrying if your loop function missed its semicolon somewhere.
| Name | User Experience Level | Best For? |
| Unity Engine | * | * *Intermediate devs + full-fledged indie releases |
| Gamemaker S. | *** **(if used correctly) | Narratively-driven gameplay builds |
Seriously, the visual scripting has improved tenfold since early ‘10s versions. We're talking about actual robust systems you can slap together using logic gates, not just "place this icon over that tilemap."
- No prior skill? Unity will give you panic but teach ya good lessons,
- Prefer simplicity but want detail? Gamedev’s got you.
- Lots of patience needed for open world terrain setup, though.
Pick Your Style Based on Genre Goals
Fellas – before jumping into anything flashy like procedural combat zones, figure out what type(s) of game you'd genuinely want to work on.
If I had 50 grand and a laptop in front of me, and wanted the best bang from my dev-buck... honestly:
- Story-heavy mode = RPG Maker all the damn time;
- Quick sandboxing sessions? Gamemaker rocks solid here;
- Tactics/puzzle lovers: scratch up Unity + a custom tile-grid asset
"Why write code for 80 hours just to test one dialogue chain when we’ve already got a hundred better ones online?" ~ Some genius developer probably somewhere last Tuesday.
This ain’t lazy – it’s resource management, friend.
| Category | Recommended Tool / Setup | Difficulty Ranking (out of 10!) |
|---|---|---|
| Narrative-heavy adventures | Baldi’s Basics Mod Toolkit 🛠️ | 8 (but satisfying once working!) |
| Arcade action platforms | Tkool Ace RPG Maker ✍️ | 5–ish. Smooth controls = easier fixes later. |
| War strategy / turn-based tactics | Vassal Engine | depends |
Delta Force Green Beret Fans: A Whole Different Animal
Huh. So, military simulation builds? Oh man. Those tend not just to eat up disk storage (like wtf?), but demand an understanding for realism + historical accuracy, too. Ever looked under a vehicle mod pack config just to tune recoil patterns on a .32? That exists – yikes.
- You'll need something serious like Arma 3 mod kit,
- Plus either C/C++ knowledge for deep tweaking (or insane amounts of patience),
- Absolutely zero chill tolerance if your infantry spawn scripts misfire every fourth mission. (We’ve ALL been there – it sucks royally).
If that makes sense to ya… maybe grab your own copy of Real Virtuality SDK + coffee… a LOTTA coffee
Tips Before You Tackle a Story Mode
| Plan your story flow first → saves so much editing grief mid-dev |
| Brief NPC roles ahead of mapping scenes (no wandering plot characters!) |
- Test EVERY. DAMN. DIALOGUE CHOICE
- Create multiple paths through key moments (players hate linear routes) *
Before hitting publish mode 👊
Players HATE re-playing the same line choices twice – even slightly randomized responses improve replay value IMMENSELY
Look – the worst thing you'll ever do in a creative project? Is letting technical roadblocks crush your passion.
Eyes On Your Project Flow From 1st Click to Publish Day
Step-by-step summary:
0.) Brainstorm ideas
1.) Decide scope & tech stack
2.) Sketch levels/modes + assign base assets
3.) Add triggers/events/narratives
🔒 QA test + crash debug
✅ Go LIVE!
Don’t rush any phase here. It'll haunt your post-launch reviews if players find glitchy animations on launch screen or worse, can't interact with objects because collision layers failed.
What Makes Story-Driven Games Hit or Miss These Days
It's true. Just throwing walls on screen with placeholder voices won’t fly – folks expect deeper immersion in character motives, layered choices, branching arcs, and endings worth investing twenty plus hours chasing.
Players aren't satisfied unless the world they dive into actually reacts to their presence. Think about adding environmental feedback loops like:
▪ Rain affecting movement pace
▪ NPCs gossiping depending upon hero status/wealth
If you don’t offer enough variability beyond "left path or right path", then honestly, save your time. People sniff out shallow design within five clicks these days.














