Mushroom Cloud

A week or so ago I took my 16 year old son to NASA in Houston. When I showed him the Saturn V, he said it turned his mind into a mushroom cloud. I guess that’s the ultimate expression of having your mind blown.

This is exactly what Blender is doing to me, not so much from a standpoint of capability (which of course is formidable) but from a standpoint of Lewis-and-Clark-ism. There are so many ways to go, so much to learn in taking a project from a cube to a game or animation or even simple 3D render! Add to that the fact that Blender is evolving rapidly, and then just for a nice cherry on top, toss in that unlike Lewis and Clark, I have no Sacagawea.

So I’d like to ask here, to those of you who are not specialists but generalists, what do you think is the best overview available for learning to avoid the rabbit holes that eat time like a wolf eats those rabbits?

Many thanks in advance.

want a easy game?

make something like mega man,

Do you know python well?

More game mechanics= more time

simple mechanics=fast made game.

I take it that your intricate allegory is alluding to learning the game engine? My personal belief to learning it, as with everything, is to simply fiddle, and if fiddling doesn’t produce answers, then you can always search Google to find a solution. You will fall into those rabbit holes, but by doing so you learn how the intertwining tunnels between them work and how you can both utilize or avoid them.

Although you posted in the game engine section, I feel like this post should be elsewhere, as there is no mention of learning about making a game

First I will say this: Blender is a lot.
You don’t have to master everything, but master the things that are most important. For example, I know the game engine, modeling, some animation, and some VFX with motion tracking and what-not…

There is much more than that with Blender. There is sculpting, texture painting (not a fan of), advanced MT, masking, drivers, and more

But I don’t need to and kind of don’t want to know how to use them, because I don’t need them for creating games, animations or models, which I do like to do

My advice, pick a version of blender (any version) that has less bugs than the surrounding versions, and use that to learn the basics
Pick something you want to do, and use the version of blender to learn the fundamentals of it, then try and adjust to the current versions, as they come…only time will give you experience you want

with that, I’ll have to go eat

Happy blending, as it seems like you’re a newcomer

So I’d like to ask here, to those of you who are not specialists but generalists, what do you think is the best overview available for learning to avoid the rabbit holes that eat time like a wolf eats those rabbits?

This may seem contradictory, but the best way to spend less time doing something is to spend more time learning how to do it. You want to shave months off your development cycle? Spend a year (or two) learning with small projects, the upfront cost in time will save you months (and years) later.

The typical suggestion:

Create a Pong game.

It is small, easy to catch and can contain all aspects of a game. Be aware a working prototype is not a complete game.

A game needs:

  • introduction,
  • credits
  • menu
  • save
  • a verifiable goal
  • game flow
  • sounds
  • controls
  • help
  • usage instructions
  • installation instructions
  • presentation (to make other play this game)

Nothing of that is complex. But all together is quite a few work.

Agreed. To make things easier, with all those listed by Monster, sketch simple storyboard/‘screen’ flow diagram as a main plan ‘to-do list’. Start and complete the plan as simple as possible (individual / small group project). Once completed, add more things.

Get the rocket fly up with hull + thruster + ignition. Launch it (Game start). Retrieve it (Game end - exit). Add communication devices, control surfaces, AI stuff, etc. Launch it again…

There is so much to learn, I recommend taking it easy, and making a very basic fps game. You can learn from tutorials online, which there are plenty of, and afterwards will come away with tons of knowledge. Making an fps teaches you about modeling, texturing, and even animating…but take it slow, and go one feature at a time. If you jump right in and try to tackle everything at once, you will find yourself lost in a very awful place. Have fun and take it easy!