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Tips for a One Man Gamedev Team: Should You Make Your Own Development Tools?

Tips for a One Man Gamedev Team: Should You Make Your Own Development Tools?

From level editors to physics engines to entire video game creation interfaces, there are a multitude of tools that exist to help both experienced and budding game developers get things done easily and efficiently. But as a one man team, should you be looking into these time savers for your first project, or should you go solo?


Using Tools Is Awesome

I’ve said it before and I’ll say it again: building a videogame as a one man hobbyist is a whole different beast from regular video game development. Without the presence of time constraints or monetary obligations, you can take many more liberties and chances in their development. Unfortunately, being only one person also means everything seems to take a lot more work.

This is where tools come in. Why take the time to create a 2D level editor when others have already spent countless hours of their life making great ones like DAME or Ogmo? Why build a rigid body physics engine when the likes of Box2D is freely available?



Using something elegant like this (Ogmo Editor) certainly makes things easy…

For many people, there won’t be a good answer to these questions. If you’re building a video game as a means to an end — as in, you are interested only in the final product and not the development experience — then using these tools is a no-brainer. Most are well-documented and highly flexible, so with a little bit of work they can be adapted to most any type of project.

If you wanted to you could even use a point and click gamedev tool like Construct 2 or Stencyl to skip some or all of the programming portion of development entirely.

There really isn’t much to say here; using premade tools is a convenience. It’s efficient, it’s effective, it’s fun and it’s much easier than the alternative of making things yourself from scratch.


But You Shouldn’t Do It

If you’re reading this article it means you’re interested in learning about game development. Why else would you be on a site filled with tutorials on the subject? For this reason, I encourage you to forego using tools and to try doing things yourself.

This will, without a doubt, require a much larger amount of work than using tools someone else has built, but the payoff will be absolutely enormous — especially if this is your first development experience. You will learn so much about how various systems in games are set up, and gain valuable debugging and code architecture skills while setting up your own development environment.

Plus, the tools you will create for yourself will be perfectly tailored to the development of your particular game, which will save you a lot of time in the long run. You will also find it much easier to add features you hadn’t anticipated, because, well, you created the tools, and so you understand them better.



…still, making your own tools can be much more rewarding!

I’m not saying there is no place for third-party tools in video game development — in fact, I think quite the opposite is true. Game development of every form is based on the work of others and this remains true even on the small scale of one-man development.

However, doing things yourself the first time around will really help you understand how the third-party tools you will undoubtedly end up using are made, and you will be able to use (and even more importantly, modify) them more effectively because of it.

When it comes down to it, it might seem like a long and difficult process, and you might really not want to do it, but I strongly encourage first time developers to use as few third party tools as possible. Your game probably won’t be the greatest, the tools you create will definitely not be up to the standards you see in others’ work, but the knowledge you will gain during the process will prove to be absolutely invaluable.

If you enjoyed this, check out my other tip for a one man gamedev team: What to Do Before Even Touching a Computer. And for more info on tools, take a look at The Many Types of Tools for Game Developers.
Note: Want to add some source code? Type <pre><code> before it and </code></pre> after it. Find out more
  • Lucas

    That is an interesting article, but there is something you overlooked. Not always, when you’re in a one-man team, you have all the time you need. Some people might depend on the game being ready so they can start making money. So using time (and a lot of time) to develop these tools is not always a possibility.

    But yes, I also prefer to take my time, since game development is only a hobby for me, to make my own tools. I tried, for instance, to use map editors already available out there, but they were so clustered and inflexible that I ended up using Notepad++ to write the maps by hand. Now I’m looking into making my own map editor.

    • Paul Suddaby
      Author

      Yeah, I can understand the confusion, though it is supposed to be an article about a one man hobbyist team. Thought it made the title too wordy if I said that though, but it is mentioned in the article. Should have made that distinction clearer.

  • http://twitter.com/SoulSharer Yaroslav Shmelyov

    Good encouragement. By the way I did program my own tools like Texture packers, Level editors, Animation editors and it helped a lot. Here’s the example (early build) of level editor.

  • Chris Parkinson

    Thanks for the article! We are essentially a two man development team. We are launching our first game in mid-December and I can relate to the need for tools. I landed on Nape as our physics engine, but I didn’t like a single level editor (tile based editors… blech lol)! We wanted our levels to maintain an organic feel without having to code x and y coordinates for the rest of our lives. The solution we landed on was to roll our own using flash cs6 to export swcs we could use. This cost us some time in the early stages of development, but the payoff in time saved is incredible.

    I guess to sum up, sometimes we can’t find a tool that is suited for what we need. If you can’t find a half decent resource via google, then perhaps it is time to consider making a solution for yourself.

    Thanks again!

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