You can take advantage of libraries and frameworks.

Don’t try to do everything yourself. There’s some really good libraries and frameworks that you can use for free or pay only when your game is successful.

Again, this applies to any software project. If there’s code that you need to write to get your project to do something interesting, then there’s a good chance that somebody else has already written the code that you can use. Need to play some sound effects during your game? There’s code available to do that already. Need to connect your game to other computers or to server computers to coordinate multiple players? There’s code for that already. Need to load image files and draw the images to the screen. Yep, there’s definitely code for that already.

This is the type of code that you don’t want to be writing anyway. It has nothing to do with the specific story in your game. It has nothing to do with how your game is played. Or what rules you decide are important. You need to be focused on the things that make your game unique and fun to play. There’s enough work for that already. Avoid writing code that not only has somebody else already written but has probably done a better job.

Now, that’s not to say you couldn’t do just as good of a job. but there’s usually a lot of little details involved that we don’t normally think about until that becomes our focus. None of us has the time or energy to become expert in everything.

Listen to the full episode to learn how libraries are different from frameworks and where game engines fit into all this.


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