Now, as you are ready to start creating your game, the most important step is to actually start doing something. It is doubtful that one person alone would have all the skills required to create a game, although this still remains a possibility, so I would suggest organising a small team together, as long as you are willing to contribute in it yourself, of course. Within my life, I have come across cases where fools came to game development forums to start a team, with their only intention being to manage it without contributing any of their own work. Here I will describe step-by-step how to create you game.
Note:
The steps outlined below explain how to create a game, but not how it should be creaed. It must also be realized that gameplay aspects are vital to create something worthwhile.
1.Creating static meshes
First I would suggest that you would create all the static meshes necessary for your levels. Parallel development (which I belive is the terim) would greatly speed up the time if you have enthusiastic team members, and it could also help if you are unable to model certain kinds of meshes which the other person can. Static meshes are basically objects which make your game look better, but usually not actually serving any purpose, except perhaps to block the player's path. These include houses, pipes, rubbish, glassware, tables, chairs etc. These objects usually do not serve a game-related purpose and are simply there to make the scene look life-like. To create a static mesh you should first create the model (There are many tutorials on how to do that. It is too much to explain as it is different on different software. Popular methods include Poly-Modeling and Sculpting) and then get working with the UV map and texture. You might decided to use/create a proper texture or simply a basic material such as metal, but both can be used depending on the type of model you have. If you wish to simply apply one simple texture, then you should apply the texture to the mesh inside the modeling program (I am talking about 3ds max here, but it should apply to most other programs) before creating a UV map, which basically tells the program how to apply the texture. The latest version of Mudbox does not theoretically require an UV map, and although I would reccomend it for texturing certain objects, its auto-generated UV map can be inefficient at times.
But if you want to create a professional individual texture, perhans to create something like
THIS, then more work would have to be undertaken. I am not a professional at UV mapping, but what I do is add a UV map (usually a box), unwrap the UV map, open it in the editor (You should see something like
THIS) and render it to texture. You can then take the texture (Image) and if you are skilled enough you may be able to draw what you want the polygons to look like, perhaps using Photoshop. Then if you apply the edited image, you would have a completely textured model. This method, of course, can work in reverse, with you arranging the UV map in order to fit the texture. You might of course find software such as Mudbox (Especially 2012) more convenient to paint your objects, but that would be inefficient for some types of static meshes that require exact texturing.
2.Create the main character (Or weapon for FPS's) This might require programming, and differs for different game engines, but here I will explain the basics. To create a character, both main and NPC, you fist have to first prepare the model such as described in the Static Mesh section, but then you also need to create a skeleton to go with your character. The skeleton basically tells the engine (and your animation program) how to move the limbs in order to give them a realistic look. Without it, the computer would simply interpret your model to be a basic set of polygons. After this is completed, different animations should be created, such as walking, running, turning left etc. Perhaps the final step would involve programming the character, giving instructins such as: 'Play THIS animation of THAT bitton is pressed', or 'Ragdolize if health reaches 0' etc.
But if you have decided to create a FPS, then the process is much easier. Unless the project features multiplayer or realistic mirrors, all that you need to do is create your weapon, animate it for different events, and script it into your game. You might also wish to create hands, which would require steps similar to creating the main character, although with much less work.
3. Now you have a world of static meshes and the player. Or at least should. NPC's are similar to create, as well as many other objects such as intractable meshes and the terrain (usually possible to create within an engine). The next steps would be to animate your world. Create animations for your character (or weapon), NPC's, different events, such as a plane crashing etc., animals, a door opening and so on... This might involve hundreds of animations, but is worth the time. AI (Artifficial Intelligence) is commonly used in games to simulate NPC's.
4. Integrate it all. Take all your sounds, animations, objects, textures, ideas and planning into the engine. This would take some time, but can begin from the time when you start creating your second model. As different engines require different processes to be completed, I will only write about the general steps required by most engines.
When models are imported into the engine, the textures also need to be imported and made into materials. The materials (I will talk from the UDK perspective here) are basically a combination of your textures (Diffuse, Normal Spec etc...) . They can be adjusted to suit what you need, and end up usually much more than simple textures. These materials are applied onto the appropriate objects. Collision is applied/generated. Static meshes are ready to be used in your level, while other objects might require the animation to be applied or programmed, along with the sound. Wheb this difficult process is completed, you may use all of your objects in you game. These objects must be artistically placed into the level in order to create a realistic look and create a suiable atmosphere for the player, but keep in mind that this could begin after only a few models are created. The rest I believe to be obvious. The story is implemented, voice acting synchronized with the corresponding sequences, etc etc etc.......
Lighting is very important for games, as it is one of the basis for realism, as well as post-processing, which adjusts the appearance of rendered frames. Particles, too, are commonly a vital aspect of games. Particles such as smoke, fire and explosions are commonly seen, and consist of numerous images on top of each other animated in a realistic way (o rof a single image transforming to your desire, such as sparks). Most engines have particle editors.
If you follow these steps, then your game should come at one time or another. Of course, this is a long process, and requires much time as well as poses many unexpected difficulties. But since this is only a blog post, I believe this information to be sufficient.