A popular question I have been asked over these first few weeks is what hardware/OS platform my game is going to be on. My answer then and probably for the next several months is “I don’t know”. But I will tell you a game in Apple’s App Store is one of the cheapest and easiest ways to go. Steam is probably pretty close behind but that is still predominately Windows based and that’s not my bag. You can argue for easy and cheap access, and you can also argue to make the barrier to entry a little higher for your platform in an attempt to keep quality at a certain level.
But the title of this post is about 2D. As I wade through my Unity 3D book, I am pretty sure that at least my first game will be 2D, not 3D. There are at least a couple of reasons for this. First is the obvious complexity involved with making a 3D game. But perhaps a better reason is that the kind of games I am starting to think about are clearly 2D games. It’s a matter of what you are trying to express and my ideas are best represented in 2D.
I frankly have very little idea what is involved in making a video game, so I am resorting to a few books to give me a high level overview.
General Game Development Books
A Theory of Fun by Raph Koster is a widely cited and respected treatise on the philosophy and psychology behind good games. Raph is not a typo, in case you are wanting to insert an L.
Game Development Principles by Alan Thorn looks like a really good book about the details and mechanics of game development. A high level summary of the methods, technologies and skills commonly used from the beginning of the process to the end.
Beginning 3D Game Development with Unity 4 by Sue Blackman. I need to get up to speed quickly and this is a walkthrough of Unity by creating a adventure game step by step. I have no idea if I would actually use Unity for a game, but it seems like at least a good way to prototype.
SETI Game Jam
I bought a couple of books on this topic. The first is a sort of DSP for dummies to quickly communicate the key concepts without diving too deep into the math. The Essential Guide to Digital Signal Processing by Richard G. Lyons and D. Lee Fugal is an easily read introduction intended for non-technical audiences.
The second book is recommended by SETI and is a popular textbook on the subject. Discrete-Time Signal Processing by Alan V. Oppenheim and Ronald W. Schafer looks VERY similar to one of my textbooks from my electrical engineering days. Days in short number as I quickly switched majors to computer science.
Finally I am picking back up a book I have had for a while on information theory as it seems very relevant. An Introduction to Information Theory – Symbols, Signals and Noise by John R. Pierce. This topic of study originates from my days at the Systems Science department with Portland State University.
Will I get through all of these in less than two weeks? Of course not, but hopefully it will be enough of a kickstart to allow me to be at least somewhat useful and productive at the game jam.