this post was submitted on 07 Aug 2023
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Game Development
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I kind of disagree with this. When I made my first game while in highschool, I've started with XNA because I don't think Unity was available at the time. I only wanted to make a simple platformer, and it was an amazing learning experience - I had to build a game loop, collisions and physics and animations by myself, which isn't really that hard for a 2D platformer - especially since you don't have to deal with rendering thanks to XNA - but when I then discovered Unity, it wasn't just some kind of blackbox but I understood what's going on in the background because I had a hands-on experience. And I was also really greatfull that I don't have to do all of that by myself again.
Sure, I would not try to make a bigger game in such a framework, but I think everyone should at least once try building a simple 2D platformer in XNA or a similar framework. I don't know any of the frameworks you have mentioned, jugding by the name it may be something more than just a rendering framework, and I can imagine that being frustrating. XNA was perfect starting point because it gives you ways how to get input and render a sprite on screen, and that's it, so it's easy to use.
And in addition to that, although that may not be relevant to everyone, but it was the moment that OOP finally clicked with me, after a few years of programming courses at school (I mean, I was like 13 at that time) where I mostly copied code around without really getting it, but it was that experience of having to build a game loop where I finally got it and it clicked. I'd say that game loop with is the most clean example of OOP principles.