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  What do I need to learn?  (Read 1671 times)
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Offline Quentin

Senior Newbie




Big newb


« Posted 2012-02-21 12:45:08 »

Hey, I'm quite new to game dev, but I've been using Java for around a year now, modding Minecraft and making personal applications.

I was wondering if anyone could give me a list of things to learn to make a game similar to Catacomb Snatcher.

http://www.youtube.com/watch?v=8Wstk32elv8 That's a video to it. It's a game made by Mojang in 60 hours for charity.

I've heard a name for this style of game, the small feel of 'depth' and the view angle.

I'd love to know what I need to get, and learn to make a game similar to this.

I know that it'll probably take me a few weeks, since I'm not a professional game company like Mojang, but I'm willing to try it.

Thanks.
Offline Beamery

Senior Newbie


Medals: 1



« Reply #1 - Posted 2012-02-21 15:59:35 »

I think isometric is the word you're looking for.  However, Catacomb Snatcher (correct me if I'm wrong) seems to be  just a top-down tilemap, and not isometric.  Basically just a grid of rectangular tiles with the player able to move halfway through the near walls to give it the appearance of "depth".  Making a tilemap like this would be pretty easy.  I think main challenge would be creating the AI for the enemies and turrets.  I would do some research on making tower defense games to get a feel for how the turrets should work.   
Offline kappa
« League of Dukes »

JGO Kernel


Medals: 77
Projects: 15


★★★★★


« Reply #2 - Posted 2012-02-21 16:22:53 »

Catacomb Snatcher is too complex a game to attempt as a first game. You'll need to pick a simpler game to learn the basics, I'd recommend starting with something like space invaders, snake, etc.

To begin you need to firstly choose a Java game library that you will use to build the game. There are many options available to choose from. Catacomb Snatcher use the basic Java2D library.

Personally I'd recommend starting out with Slick2D, its very similar in API to Java2D but without all the quirks, hacks and experience needed for it to function properly and has a much cleaner games oriented API and framework. It also includes a lot more useful games related stuff (like better sound class, faster graphics, etc) and a more useful library in the long run for games.

Start with getting a basic game window working and drawing a sprite/image on it.
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Offline Quentin

Senior Newbie




Big newb


« Reply #3 - Posted 2012-02-22 07:49:37 »

Thanks, kappa. I'll do some reading up on Slick2D! Cheesy
Offline cheekymonk3y

Senior Newbie





« Reply #4 - Posted 2012-02-22 10:32:21 »

I'm on the same path as you but with only a few months experience with Java and programming. I've got a game plan currently that you'll be able to easily adapt.

1/ Read these: http://zetcode.com/tutorials/javagamestutorial/ and http://www.cokeandcode.com/index.html?page=tutorials/spaceinvaders101 I am going to do both (on the first link still) but choosing one and running with it is okay as well.

2/ Watch this: http://www.twitch.tv/notch/b/302823358 I watched about 6 hours before I got really bored. It was an eye opener into how the pros do it. Second thing to realise is that you could not be as good as he is unless you make games for 10 years or however long he's done it. Even then, you wont be as good. Notch used to be active here and is considered one of the best on JGO because he was just that good.

3/ Make these: http://inventwithpython.com/blog/2012/02/20/i-need-practice-programming-49-ideas-for-game-clones-to-code/. Eventually I'll get around to making an original game but for now, I'm just going to make clones until I've got some solid experience.

4/ Play lots of web games. Ludum Dare is a great place for this. There are tonnes of quality games and ideas floating about there and they are all of a small to medium scope which is what I'm looking for. Don't start any projects that are too big to handle. Start small or it's likely you (and me) will regret it.

edit:
Bonus number 5/ Maze Algorithms also look fascinating and will help with procedural generation. Take a look at this: http://www.jamisbuck.org/presentations/rubyconf2011/index.html I haven't done any yet, but I think this can be done after you got game making basics under your belt.

Offline elamre

JGO Coder


Medals: 17
Projects: 1


hitar!


« Reply #5 - Posted 2012-02-22 11:00:00 »

I think isometric is the word you're looking for.  However, Catacomb Snatcher (correct me if I'm wrong) seems to be  just a top-down tilemap, and not isometric.  Basically just a grid of rectangular tiles with the player able to move halfway through the near walls to give it the appearance of "depth".  Making a tilemap like this would be pretty easy.  I think main challenge would be creating the AI for the enemies and turrets.  I would do some research on making tower defense games to get a feel for how the turrets should work.   

I dont think that isometric is the word hes looking for. Thats a different view of angle.
I think its birds eye.

My projects:
Tower Defence!]http://www.java-gaming.org/topics/iconified/25690/view.html]Tower Defence! [lll.......] 30%!
Lightsnakerider! [llllll....] 60%!
Online Damocles
« Reply #6 - Posted 2012-02-22 11:10:54 »

I would recommend not to use an API for now, and try using the native graphics-draw functions.

Look up some of the Java4K Codeexamples to see some Methods to create a game using native tech.

The simpler its build, the more control and fun you have when starting out on a game.

An API I would suggest when you feel you reach the natural limits of the "standard" functions.

Offline Quentin

Senior Newbie




Big newb


« Reply #7 - Posted 2012-02-23 10:52:15 »

Thanks, I've gotten a hold of Slick2D right now, drawing shapes and stuff, but not too long ago I found Java4K and wanted to make something for it, so looking at Java4K code examples and using native functions could help out a lot Cheesy
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