Josh Posted January 27 Posted January 27 As discussed in yesterday's meeting, I am very interested in authoring tutorials that are meant to go beyond just learning the documentation for specific commands and answer the question of "how do I make a game"? I think the challenge here is to devise an overall structure for the articles, so they are a sequence of lessons and not just answers to random questions. So I am putting the question to you, how do you think this should be structured? What are the titles of the actual articles that should be written, and what order should they be listed in? I'm looking for something like this: XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX XXXXXXXXXX Let's discuss ideas. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Thirsty Panther Posted January 27 Posted January 27 I think your structure is good. Here is an example from GameDev.tv structure which mirrors what you have in mind. 3 Quote
Josh Posted January 27 Author Posted January 27 Good, but we need a full series. What should it look like? Thoughts, everyone? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted January 28 Author Posted January 28 @WazMeister, I need your opinion! Now is your time to tell me what you need. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Josh Posted February 2 Author Posted February 2 Something like this: Tutorials Editor Interface Textures Materials PBR Tessellation and displacement Models Shaders Level Design Models Translate tool Rotate tool scale tool Brushes Creation Edit faces Tessellation and displacement Material painting Edit vertices Environment settings Gameplay Components Component properties Flowgraph Exposing component properties from code to the editor 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Thirsty Panther Posted February 3 Posted February 3 Tutorials Editor Interface Textures Materials PBR Tessellation and displacement Models - How import, How convert to Mdl, Apply a texture, Load animations, Remesh, collision mesh, LOD Shaders Particles Probes Decals Project tab navigation and uses of. Scene tab navigation and uses of. How to add a component to a model. How to run your game (Lua). Project Manager- How creat a project, update a project, use a template. Terrain- How to create, How to sculpt, paint, smooth, add foliage, rocks etc World settings- How to modify ambient light, How to add a skybox, How to add fog, How to add effects. Asset Library- how to add models, textures and sounds from the asset library. Options menu- How to set general settings, video, veiwport, projects, material and project settings. Publish- How to finalize your game. Level Design Models Translate tool Rotate tool scale tool Carve tool Hollow tool Brushes Creation Edit faces Tessellation and displacement Material painting Edit vertices Environment settings Global ilumination How to build a navmesh Gameplay Components Component properties Flowgraph Exposing component properties from code to the editor Moving platforms, sliding doors. Push button/ switches to open/close a door, switch a light on and off. "E" to grab/ hold objects. HUD for gun sights, health, ammo and score Health kit - health regeneration Ammo box - ammo replenishment Raycast for guns projectiles High score table How to change maps Simple quest system eg kill 10 rats Simple Inventory system Simple crafting system Teleport system Security camera (camera to texture) Enemy spawning Different sounds (footsteps) on different surfaces. Gravity gun Jetpack on player. Hand gernade with damage and physics effect. Ladder climbing. Weather effects, Rain/snow. Picking up a new weapon. NPC dialog system. Basic skill tree. Swimming when in water. Checkpoints. A simple turret that shoots at the player. 3 1 Quote
Josh Posted February 3 Author Posted February 3 @Thirsty PantherThank you for your detailed response. That is extremely helpful. 2 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Thirsty Panther Posted February 4 Posted February 4 I cant take all the credit for the gameplay ideas. I trawled thru an old Leadwerks topic where everyone was requesting what they wanted a tutorial on. I didn't ask for any 2D tutorials as I think Ultra Engine's strenght is in 3D. 1 Quote
khotan Posted February 4 Posted February 4 Thanks and it is very good idea ! I am for somewhat as snippet of codes for showing to "how i do make a game" on level from basic to advanced Because of beginners need all that to start something with Ultra Engine.... Hope that will make this one ! Good luck and I am looking forward to this Happy coding ! Quote
Josh Posted February 4 Author Posted February 4 Okay, so should these tutorials be programming tutorials, or should they use a component that has been added into the default components, and explain what all the properties do? Are they "how to code" or are they no-code tutorials that show how to set up these situations? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Thirsty Panther Posted February 5 Posted February 5 I think most of them lend themselves to being components. Things like health kits and ammo boxes for example. The advantage of this approach is that if the user is not that interested in learning "programming" then they can just add the component and move on. For others who do want to expand their programming knowledge a fuller explanation of how you developed the component would be helpful. They could then alter or modify them for other purposes. There are others that I think would benefit from a fuller explanation. Inventory and crafting systems, I think, would be hard to do as a single component and would require a "how to code" approach. Quote
khotan Posted February 5 Posted February 5 Yes for quickly to learn with purpose is training video because of a lot with codes as it is a fuller explanation. And shorter explanation as basic tool in text with images on how to do my game. Maybe a suggestion is to create a section for tutorial to community where others programmers share their tutorials as well, what do you think of that ? Because you can't do it all tutorial, right ? Quote
Dreikblack Posted February 5 Posted February 5 12 minutes ago, khotan said: Maybe a suggestion is to create a section for tutorial to community where others programmers share their tutorials as well, For now i just post my tutorials in blogs, but more dedicated section would be better 3 Quote
Josh Posted February 9 Author Posted February 9 I am thinking the tutorials should be divided up into separate games, rather than trying to make one game with every feature. The first tutorials should be code-centric and just involve programming the main.lua or main.cpp file. All assets used will be loaded from a github repository, with URLs in the code, so there is nothing to download: Pong3D Flappy3D Asteroids3D More advanced games will use the entity component system. At this point, each game will have an official template included in the available project templates you can create. These templates will contain unique components for each game, because I don't think I can make every game in one set of components. The artwork will be mostly filler / abstract with a few models from Sketchfab. Simple FPS game Simple RPG game etc. Each game will be divided into about eight different tutorials that focus on a different feature. 3 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
khotan Posted March 20 Posted March 20 Nice it is a good to start and to learn those all Keep it up as well ! 1 Quote
Josh Posted March 31 Author Posted March 31 I think I have figured out the primary conflict in all of this. People ask for tutorials like "how do I pick up a weapon?", or "how do I add a jetpack"? The problem is there is no one way to do these things, and your implementation of one feature will affect other features in the game. These features are never as self-contained as people think they are. So effectively, these types of requests amount to "make a game with every feature, but I can't define the game I want, but it should be every game packed into one", and this is impossible. The solution is to treat each game as an isolated system and not try to make all features of all the game tutorials interchangable. That's the only way it can be done. So my idea is three example games in a cartoonish style: Marble game Controls Collect rings for score Moving and rotating platforms / obstacles Level changing Steam high score table Multiplayer Basic first-person shooter Basic controls Health powerup Adding a melee weapon Zombie-type enemies Adding a gun Soldier-type enemies Adding a rocket launcher (explosions on bullet impact) Adding a grenade launcher (same thing, with mass on the projectile and a timed explosion) Adding a scoped rifle Ragdolls physics Multiplayer RPG Basic controls Magic / health powerups Inventory system Adding a melee weapon Zombie-type enemies Adding a crossbow Crossbow with flaming bolts Soldier-type enemies Adding a magic spell Ragdolls physics Multiplayer These are going to be heavy on programming, primarily Lua. I think what Roblox proves is that beginners can handle coding if it is presented the right way. 4 Quote My job is to make tools you love, with the features you want, and performance you can't live without.
yurembo_ Posted March 31 Posted March 31 This is great! I think users need many different tutorials to develop games in different genres. Quote
WazMeister Posted April 4 Posted April 4 Magic and 100% way forward. 1 1 Quote Dream since child of making games! From Game Programming Starter Kit 3.0, Blitz Basic, Map Creation since Duke 3D, Game Maker, Blitz3D (of recent..2023) and many other engines and years..... never really sticking to it with inner struggles that I've had to fight along with pushing to learn and acheive. 40 years old.. came across Leadwerks on Steam... Learning slowly but surely and loving it! Learn with me or just watch me fail! at my random Youtube Channel, as I stream adhoc while learning and using LeadWerks and other game creating tools. https://www.youtube.com/@wazmeister3151/featured
OneHitWonder Posted April 4 Posted April 4 The 3 tiers of documentation Tier 1: API Documentation This is your raw, technical reference—method names, parameters, return types, etc. Think of it as the dictionary of the engine. It’s not meant to teach, but it is essential when you already know what you're doing and need specifics fast. Developers use this as their go-to for low-level details. Autogenerated docs from comments can live here, but they still need clarity and consistency to be useful. Tier 2: Feature Documentation This is where the “how” and “why” live. You describe how systems work (e.g., animation system, physics, input handling), what features are available, and common patterns or gotchas. These docs serve as bridges between the raw API and practical usage. Tutorials, conceptual overviews, and usage examples belong here. Great for onboarding new developers or understanding unfamiliar systems. Tier 3: Project-Level or Implementation Docs These are specific to the actual game(s) or tools being built with the engine. Think of them as internal guides: custom integrations, architectural decisions, version-specific quirks, or workflows followed. These can be end to end projects that cover many of the features described in more detail in Tier 2. 2 Quote
Josh Posted April 5 Author Posted April 5 23 hours ago, OneHitWonder said: Tier 2: Feature Documentation This is where the “how” and “why” live. You describe how systems work (e.g., animation system, physics, input handling), what features are available, and common patterns or gotchas. These docs serve as bridges between the raw API and practical usage. Tutorials, conceptual overviews, and usage examples belong here. Great for onboarding new developers or understanding unfamiliar systems. Should this include code or is it purely based on the editor? What are all the topics needed to be covered? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
yurembo_ Posted April 5 Posted April 5 1 hour ago, Josh said: Should this include code or is it purely based on the editor? What are all the topics needed to be covered? I think you should explain these things together: the editor and the lua code and how to wide features with a help of C++. Quote
OneHitWonder Posted April 5 Posted April 5 4 hours ago, Josh said: Should this include code or is it purely based on the editor? What are all the topics needed to be covered? I believe it's important to reinforce the feature with a simple example and leave the complexity to tier 3, but I would say both but the theory is what is important here. Since I've been away from UltraEngine for a while, I wouldn't feel comfortable listing the topics to cover but definitely all the main systems and features Ultra Engine covers. 1 Quote
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