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GarageGames Game Development Kit Kickstarter

GarageGames announces a Kickstarter campaign for 3 Step Studio, planned as a free suite of tools for the development of video games with no programming experience. The Torque engine developers seek a half-million dollars for this, and here is part of the pitch:

The 3 Step Studio suite includes free genre-specific templates and tools that help aspiring game designers create and share their game for iPad, iPhone, Windows and Mac in three easy steps: Select a template, customize the game play and art – or upload your art to ‘make it your own’, and then publish the results for others to play. The basic tools and templates will be available for free to use, with advanced tools, templates and additional content available through micro-transactions.

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15. Re: GarageGames Game Development Kit Kickstarter Jan 4, 2013, 10:41 Alamar
 
Undocumented Alien wrote on Jan 4, 2013, 08:42:
Unity - 3D Game Development, should know 3D Engines and C#/C++, Vector Algebra.

Adventure Game Studio - 2D games, should know C.

RPG Maker - 2D, uses Ruby scripting.

Game Maker - 2D, C

Unreal Dev Kit - 3D, Unreal Script

PC Gamer had a big article on this stuff. But yeah, the assets are probably the big factor with this. I tried making a Diablo type game a LONG time ago and fizzled out when I tried to make music and art for the project.


As a professional developer, and hobby game developer, I second this comment on assets...

Free game engines have come along so far over the last 10+ years, and if they were around when I started, things may have gone differently : )

As for now, I've played around with UDK, which I like, and taken a quick look at Unity and it looks promising, but the problems I have with these engines, is that they don't handle the kind of stuff I want to make...

For example, while I'm not making a minecraft clone, it is a great example of something that doesn't work well in these kinds of engines, because they typically use a lot of static objects, and objects in these (and other) engines are huge... Even with some performance tweaks, each cube would likely be rendered as a separate object... It's possible that under the hood, it would be batched 'properly', but it didn't seem to me that was the way when I was messing around with it... Incidentally, one of the biggest mistakes new coders make with learning D3D/OpenGL is not properly batching models : )

Which is fine... 'do many things' engines like these are meant to be generic so they can handle a lot of possibilities, but if you 'go against the grain' and try to build something atypical, it gets messier.

In short, to reiterate Alien's sentiment; it's all about the assets, especially when using an engine... The engine does so much for you, a small project is going to need one coder/scripter, and like five model/art/etc asset makers, and that's just not the way the hobby world works (Seems everyone and their uncle is a coder, and one in fifty can create some low quality art : )

In shorter... If you're interested in getting into game dev, or hobby game dev... Learn to draw ; ) Or model, skin, rig, etc...

-Alamar
 
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