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First steps

In my previous post , I shared why I decided to start learning game development. Now I can already show you a few first steps I’ve made.

The very first decision was choosing an engine.

UE5 was never really an option — I don’t have a NASA-grade computer, and I’m not that interested in creating 3D games anyway. Unity looked less appealing because of its unpredictable pricing policies. That’s when I discovered Godot 4. I had never even heard of it before, but a community-driven, open-source engine sounded perfect. Since I have some Python experience, the syntax felt familiar, and their thorough documentation was a huge plus. So, step one was made: I picked engine.

Learning something completely new can be intimidating, so I started looking for beginner-friendly tutorials. I stumbled upon Net Ninja’s crash course on YouTube, and it was exactly what I needed. The step-by-step lessons, clear explanations, and even “homework” exercises guided me through creating my first simple game.

space shooter

It was definitely inspiring, surprisingly easy and a lot of fun. After finishing that first training project, I faced a choice: should I keep following tutorials and build more guided projects like platformers, or should I start experimenting with my own concept and pick up new skills as I go? The second option sounded way more exciting. Decision made.

And that’s when the first struggles appeared. 

I know the main thing that excites me is telling a story. But I’m not a professional writer, and a text-heavy game would be boring even for me as a player. So I needed some kind of game loop and mechanics that could carry the story to the player more naturally.

Roadmap

I didn’t really have a plan. But I did have something better: a picture of a plan!

The biggest challenge is the core game loop. I want it simple but engaging (isn’t that what everyone wants?). Since I don’t know much about game design, I thought: why not start with what I like as a player? I’ve always enjoyed flying goofy spaceships in arcade-style space shooters. I love when ships have inertia, realistic acceleration, and that “slippery” feeling of space physics. So I decided to add that kind of movement into my training space shooter project.

Training in player movement

It took… a lot of time. Honestly, without ChatGPT and Reddit users, it would have taken much, much longer.

Right now, my vision for the core gameplay is still pretty vague. But I’m learning something new every day and trying to stay consistent even if it’s just spending a little time on the project.

In future posts, I’ll share more about how I’m approaching the story side of the game and what else I’ve learned along the way.

Stay tuned!

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great to see that open source and community-driven tools become the first choice for the beginners. can’t wait for the story to be unveiled!

BRÖTHER MAY I HAVE SOME CORE GAME LÖÖP?

Exciting! Waiting for the next steps of your journey!