Somewhere in England in the early 2000s, an uneven teenager put a CD on his computer and installed a game creator application. I do not even remember what this program was called to this stage, but it allowed me to bring together simple games – Pong– Football, a cricket game that looked like a Football leader Match, and semi -interactive screen saver – that I have shown my friends.
Armed with the imagination of a growing child in the golden era of video games, I often had more ambitious (and Sometimes Original ideas), but they were hampered by a lack of adolescent concentration and the constraints of the platform itself. I did not know how to code, there was no one around who could teach me, and I was limited to the scenes and the cursors that the tool allowed me to use.

At one point, I abandoned my ambition to become a game developer. I did not have the required skills and I had no way of acquiring them. Internet flourished and there was undoubtedly learning material, but I could not have a meaning without understanding the fundamental principles of computer science.
Thanks to a combination of luck and a talent to seize opportunities when they arise, I finally won a career in technology. My work does not need that I learned to code, but I did it anyway out of pure curiosity, determined to make the most of people and resources that suddenly surrounded me.
This year, I suddenly wanted to resume the development of the game. The game industry is a mess, the big budget studios fail, and there are people who earn a lot of money with independent games that I think I could do, given time and inspiration. So I looked for the best way to start.
I finally settled on a pygamo, which is a Python library with functions to manage things like windows, graphics and sounds. Iâ € ™ ve used python extensively in my work and know how to handle the underlying logic and manipulate the number, so itâ € ™ s Been Equally fascinating and exciting to read that that that was the job – Rendering graphics to represent These figures are just the icing on the cake.
The freedom I dreamed of in adolescence now extends before me. I am not linked to the constraints of an editor and I can mainly code any 2D game that I can dream of. There are sometimes many lines of code required for simple features, but this is the price that I am ready to pay for access to so much potential, and I find a pleasure to optimize the code, to burst functions and to improve efficiency.
However, I have a full -time job, and I am not about to leave it at random to become the next independent unicorn. Consequently, the development of the game is a hobby limited to my free time, at least at the moment. It also means that my projects must have a very controlled scope – I would not be very far at all if I was trying to build the next Grand Theft Auto In small gusts in the morning and the weekend.

In this spirit, I decided that my first game will be a simple space shooter inspired by some of the classics of my childhood, as Luxury shows. The genre offers a simple gaming loop that can be endlessly iterated with additional foods and enemy types, and therefore seems a good choice for a limited developer in time that needs to see regular results to remain motivated.
I will publish updates here and on X when I start to expand the game, and in the meantime, I put my mind back on the games I like, trying to choose what made them special. At one point, I could have time for a larger project, and when I do it, I want to prepare a design so that I can hit the floor on the move.
I have to keep the momentum and start building more complex games, I would like to create the games that I thought We will play by 2025 when I was a child – games that use today’s additional treatment power for new systems and ideas, not just the increase in graphic fidelity. I need to start little, of course, but I always dream that one day I could run a small studio, and I finally have the tools to start.


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