跟讀練習: Everything You Need To Start Making Games (As A Beginner) - 通過影片學習英語口語

選擇練習模式

每種模式都會開啟全屏練習室。

357 句
如果句子過短或過長,請點選 Edit 進行調整。
1
Everything in every game is a choice.
2
An intentional decision made by some developer or some designer that you probably don't think twice about.
3
The speed that dialogue shows up on screen.
4
The positioning of respawn points.
5
Whether the camera is static or whether it follows the player.
6
Think about all the sound effects that create an environment.
7
As someone who has the ability to make a video game,
8
so, you, hi, all you're doing is making choices.
9
And now that you've chosen to explore game development,
10
or you're at least a little bit curious,
11
the first choice that you'll need to make is deciding what engine or software you're going to use to make this game.
12
This is the place you'll probably code in,
13
lay out your levels, assemble all the nuggets of your game in.
14
It's not just a tool or a medium,
15
but it's a skill you're going to get better at over time.
16
Chances are you'll end up trying a lot of different things,
17
but I'm going to give you a rundown of your options.
18
You can either make your game through a game engine,
19
which is a software dedicated to game development,
20
or you can use what would be referred to as an IDE.
21
Now, a game engine might have things that are built in for game development,
22
so like a physics system or templates,
23
but it also might have more limitations.
24
Whereas in something like VS Code,
25
there are no limits per se,
26
but there's also nothing to hold your hand.
27
So if you are confident in coding,
28
you can use virtually any text editor and just raw code your game.
29
That is how a lot of popular indie titles have been made.
30
But for 80% of people probably watching this video,
31
you're going to want to use a game engine.
32
So I'll go ahead and give you all the options for your game engines in like probably,
33
hopefully, maybe under 60 seconds.
34
Ready?
35
Yeah.
36
This is arguably the most popular engine out there.
37
It's good for 2D or 3D games,
38
and you'll be coding primarily in C Sharp.
39
It's a bit overwhelming in my opinion.
40
It definitely has that professional vibe to it,
41
but it's a very powerful tool.
42
Maybe one to learn eventually, but not start with.
43
This one's my personal favorite it's what I started out with because it's fairly uncomplicated.
44
All your code will immediately connect two game objects for you.
45
You'd be making a 2D game in GML,
46
which is basically like if JavaScript and C++ had a baby.
47
If you're making what would be considered a typical RPG,
48
so turn-based combat, lots of dialogue,
49
this has all of that built in.
50
So you wouldn't really have to code a lot if you're just wanting those basic systems.
51
But if you have any unique mechanics,
52
you will be coding in either Ruby or JavaScript depending on the version.
53
If you're making a visual novel, use this.
54
I've used this one a lot too.
55
It uses what's called a node system,
56
so it's a little quirky.
57
I've always found it to be a little more complicated than it probably should be,
58
but a lot of people use it and a lot of people are migrating from Unity to Godot,
59
especially for game jams.
60
So it's worth playing around with it,
61
seeing if you like it.
62
This one is the industry standard for anything 3D graphically intensive.
63
If you're doing any heavy rendering and graphical stuff,
64
this can handle it and you'll probably be using C++.
65
Now remember, when you're first learning to make games,
66
you don't have to commit to any of those.
67
Sure, you do have to invest some time to really get a feel for things and make something,
68
but you will have all the time in the world to experiment,
69
figure out what works for you.
70
I have tried literally every game engine under the sun by now, so...
71
you'll be good.
72
So now that you've got your engine,
73
you essentially have the brick and the beef behind what's going to power your game.
74
But how are you going to learn to code?
75
How are you going to learn this engine?
76
And how are you going to ultimately make that game?
77
You're probably going to gravitate towards following a tutorial online,
78
which isn't bad, but it can be very easy to fall into what's called tutorial hell.
79
This is when you follow so many tutorials and you copy down so much code,
80
you trick your noggin into thinking that you learned how to code.
81
But then when you go and open an empty project,
82
you don't know what to do.
83
When you follow a tutorial,
84
you gain familiarity with what programming or using your game engine is like,
85
but you don't really do that actively unless you put in some extra steps.
86
So every line of code you copy down,
87
think to yourself, do I understand what this is doing?
88
What this variable is now storing or what this built in function is doing?
89
And if you don't, that's when you go online and you're gonna find what's called the documentation.
90
Every game engine and every programming language has its very own documentation.
91
This is basically a big document that talks about how code works and how to use it,
92
kind of like a manual for programming or just learning how to navigate an engine.
93
You're gonna want to find this,
94
bookmark it, kiss it on the lips,
95
because it's gonna be very useful.
96
It's also theoretically possible to learn game development from the documentation alone,
97
because that's how useful it is.
98
I've taught myself basically everything that I know from tutorials,
99
but that's because I forced myself to not go on autopilot after a certain point
100
and just tell myself I understood things that I didn't.
101
Follow tutorials enough to understand some of the fundamentals of programming or just the way to navigate your engine,
102
but after a certain point,
103
you do have to take that plunge into just trying on your own.
104
And at that point, it's okay if you have to look back at your old code or Google some stuff.
105
You can also start learning game development by teaching yourself introductory programming.
106
There's always courses online where you can do that,
107
or if you're in school,
108
definitely check out if there's a class offered for it.
109
I took my first coding class my sophomore year of high school,
110
and now I'm a computer science major.
111
That has done me wonders for understanding the logic of how systems in my game interact,
112
what connects to what, knowing the options for how I could code something or just the best way to do it.
113
Coding is the backbone of game development because at the end of the day, it is development.
114
A lot of people get into game development because they like to play games,
115
which, you know, makes sense.
116
I think that does check out.
117
But if you don't really like logic puzzles,
118
thinking critically, problem solving, it will be more of a struggle to get into.
119
I myself am not a math person.
120
I have never been.
121
I do not like it at all.
122
But I did kind of have to retrain my brain into enjoying some of that stuff.
123
At the end of the day,
124
I think the results from making a game and coding is so great that it makes it all worth it,
125
even if I don't love every step of the process.
126
But do know it is really important to understand the logic of programming,
127
and a lot of the tutorials that you will follow will emphasize that.
128
Who are you?
129
Allow me to introduce you to Carson,
130
my new C7M chair from today's sponsor, Flexispot.
131
Being at a computer all day,
132
my poor little back gets tired,
133
my head hurts, my neck hurts, everything hurts.
134
Unless I'm with Carson.
135
His backrest has two modes,
136
one for relaxing and one for productivity.
137
But either way, he has a latex padded seat
138
that can hold 300 pounds with adaptive lumbar support and up to a 128 degree recline.
139
His seat itself is nice and big,
140
so someone like me, who tends to edit like a frog,
141
can stay comfortable in any position.
142
With my last chair, I'd always have to use an extra pillow to brace my back,
143
but this guy's got it built in.
144
He's also got the most adjustable headrest you've ever seen,
145
five levels of backrest height adjustment,
146
adjustable seat depth, and a lot more,
147
so anyone can have a personalized seating experience.
148
I'm usually pretty skeptical about buying chairs online because they're usually built for adult men,
149
and I'm not an adult man.
150
I know, that's a shocker.
151
But every part of this chair is adaptive.
152
The armrests especially.
153
If I don't want them,
154
I can push them away or rotate them sideways.
155
I genuinely love it.
156
There's even a version of Carson out there in the wild that has a footrest.
157
Flexispot's C7M chair comes with a 30-day return policy for a risk-free trial
158
and a 10-year warranty with direct replacement for any damaged parts.
159
So if your chair needs an upgrade,
160
or maybe you're just feeling a little lonely,
161
you too can have your very own Carson.
162
Go to flexaspot.com and use code 24BFC7 to save an extra $50 on the C7M chair.
163
Where was I?
164
Oh yeah, if you're more of an artistic little duck like I am,
165
the good news is that in this day and age,
166
there are so many resources online to do it yourself,
167
if you want to.
168
Because let's look at the choice here fundamentally.
169
Why choose to make your own art for your game,
170
or why choose not to?
171
If your goal is to develop a fun game one day,
172
one that's on Steam, other people will play,
173
understand that time spent learning art is time spent taken away from coding and actual development.
174
Art is its own wormhole of a skill, and it's very rewarding.
175
It's my favorite part of the entire process.
176
But it is a finishing touch that's very often mistaken to be a fundamental step in the process.
177
Art can be edited or added into a game whenever you want to,
178
if that game exists, which means learning the engine and actually making that game should probably take priority.
179
Especially if you're like me
180
and you tend to get carried away by the more creative stuff
181
and suddenly you have an entire sprite sheet made for a game
182
that doesn't exist yet what so
183
when you're first learning to make games i would strongly recommend finding free assets out there
184
so you can focus on the actual development process and see
185
if you like it most major engines out there have their
186
own asset store where you can search by free 2d 3d pixel art
187
and if you're following a tutorial series most good ones will have assets linked in the description
188
so hopefully you don't have to put too much brain power into learning art
189
when you're first starting out but with that being said
190
if you do want to try and learn how to do art i will point you in in the right direction.
191
When it comes to pixel art,
192
that direction is a software called Asprite.
193
It does cost $20, but it is fantastic for not just pixel art,
194
but applying game design elements to that pixel art.
195
It's super easy to make animations and export them as sprite sheets,
196
make symmetrical tile sets, all that stuff.
197
I've been using it for a really long time now,
198
I think it's fantastic.
199
If you're looking for a free alternative,
200
Piscoll is a web-based engine that kind of does the same thing.
201
It's a website, it's free,
202
so it's definitely a lot more limited,
203
But if you're just trying to see if you actually like pixel art,
204
you can always start there.
205
Photoshop is also used pretty commonly because all you have to do is just set up a grid.
206
So if you already pay Adobe,
207
the small price of your soul every month,
208
you can just keep doing that.
209
When it comes to non-pixel art,
210
my understanding is that virtually any digital drawing app can be used.
211
Procreate is a really common one on mobile,
212
but otherwise there's GIMP and Krita on PC.
213
If you have never done art before and you want to make art for your game,
214
pixel art is the path of least resistance.
215
I wouldn't say it's outright easier,
216
I don't know if that's true,
217
but there are a lot less things on average to worry about.
218
Don't get me wrong, you still have to worry about proportions,
219
perspective, stylization, composition, color theory.
220
But with pixel art, you're usually working in smaller resolutions,
221
so it's a little less scary.
222
You don't really have to worry about the precision of lines or shading as much.
223
Overall, I'd say there's less of a learning curve than traditional art,
224
but you can fight me on that if you want to.
225
So if you do go that route,
226
you should also check out this website called LowSpec.
227
It's a website that's filled with color palettes specifically for pixel art.
228
There is no reason to try and teach yourself color theory when you're first getting the basics.
229
Having an existing palette means that you don't have to worry about color,
230
and you can focus more on shapes and lines and just the fundamentals.
231
So on LowSpec, you can find a small palette that has just a few shades of every color,
232
and your art will look a lot better.
233
To this day, I only ever use existing palettes,
234
because it's just one less thing that I have to worry about.
235
Now, I'll say the same thing about music and sound design that I said about art.
236
You shouldn't really worry about it when you're first starting out.
237
There's not really a reason to.
238
But if you want to,
239
there is this thing called Beatbox.
240
B-E-E-P-B-O-X.
241
All you have to do is just choose your instruments,
242
kind of click around, maybe understand a little bit of music theory.
243
So that's Beatbox.
244
LMMS is another more professional looking one out there.
245
It's more similar to something like FL Studio,
246
which is what the industry standard is for making actual music.
247
But again, just like art,
248
there's plenty of asset stores out there where you can just import music,
249
import sounds, and you don't have to worry about it until you have to.
250
By now, I hope you realize how much goes into making a game,
251
and you will have to keep that information organized.
252
Chances are that you have a description for your game written out,
253
either in your notes app or a Google Doc,
254
but as that idea expands in complexity,
255
you're gonna probably want something dedicated to organization.
256
I've used Microsoft OneNote to organize a good amount of my stuff.
257
It's basically like Google Docs,
258
but you organize everything into books,
259
and then those books have chapters,
260
and those chapters have pages.
261
So for example, I'd have a book for my game,
262
and then in that book,
263
I'd have a chapter for worldbuilding.
264
And then in that worldbuilding chapter,
265
I'd have a page for biomes, a page for characters.
266
Fun fact, right now that's how I manage all my content stuff.
267
So I have a chapter for scripts that I need to do,
268
and then another chapter for scripts I don't really know what to do with yet.
269
And then in those chapters,
270
I have pages for all the scripts individually.
271
But anyway, that's just what I do.
272
But if you want something free that's not a part of the Microsoft bubble,
273
there's Notion, Trello, or ClickUp,
274
which I've used a lot before.
275
One thing I will recommend is that in whatever organization app you do choose,
276
you keep track of your progress.
277
See, every day that I worked on this one project,
278
I would go to my OneNote and write down for that day everything that I did.
279
Oh, I watched a video in C Sharp,
280
or I finished this frame of this animation.
281
That way, when a month went by and I didn't really have anything tangible to show for my game,
282
I still felt like I did something.
283
A lot in game development happens behind the scenes and it doesn't necessarily have a direct output into your game.
284
So if you don't keep track of that stuff when you're first starting,
285
it can be hard to stay motivated.
286
But just because your progress or your learning isn't visible doesn't mean that it isn't progress.
287
Which is also why it's really important to have people to share with.
288
Having people in some capacity,
289
whether that's a Discord server,
290
a club, or just a group of friends that share the same interest as you,
291
they're gonna make game development infinitely easier.
292
Some kind of community where you can show your projects,
293
get feedback, bounce ideas, and ultimately just feel seen for your efforts.
294
That's the stuff.
295
It makes you realize that what you're doing isn't just you alone on an island.
296
Being 100% self-motivated is very impressive,
297
but I really do believe that there's a limit to how fulfilled you'll feel without connecting other people to the process somehow.
298
Whether that's having people play your game when it's done or just brainstorming with.
299
Creativity is such a gift,
300
so why not share it, you know?
301
Not to get deep, but somehow every game development video that I do ends up that way.
302
But anyway, if you don't have friends or a work or a school environment where you can share your stuff,
303
RIP, there are sites out there like Itch.io that let you publish your stuff for free.
304
People can then see it,
305
play it, interact with it,
306
or even buy it if you want.
307
You can also put art on there too,
308
so it doesn't have to be finished games per se.
309
They also host a lot of game jams through this site,
310
so if you want to see the most confusing,
311
overwhelming calendar that you will ever see in your life,
312
you can check that out too.
313
Game jams are basically when you have a small period of time,
314
so like a few days,
315
maybe one day, maybe a week,
316
to make a game that's usually based on a theme.
317
Those games are then judged,
318
sometimes there's a winner and a prize,
319
but it's a really good way to get practice once you
320
kind of are past the hump of being able to make some small game on your own.
321
If Itch.io isn't your thing though,
322
you also have the option of joining a game development discord.
323
Every major engine out there has their own discord server and they usually have like a help needed channel.
324
So if you get stuck,
325
you can always go there or you can show off your stuff.
326
And these are people that probably hopefully care.
327
There's also a lot of small servers out there
328
that you can find with websites like Disboard
329
and they're usually founded on building a community for game developers where you can make friends,
330
get feedback, brainstorm, all that stuff.
331
That's kind of what I'm trying to do with my Discord server,
332
so if you do want to join that,
333
it's in the description, I guess, or whatever.
334
It's stupid anyway.
335
People need people, and the harder things get,
336
the more people need people.
337
So find your people.
338
So that's basically everything you need to know to start making your own game.
339
We talked about game engines,
340
how to start coding, art, music, organization, community.
341
Nice.
342
Later down the line, you'll probably want to build some sort of marketing skills,
343
business management, maybe social media presence how to get better at overall game design,
344
so pacing, gameplay loops, level design,
345
mechanic design, all that fun stuff.
346
I believe in you, okay?
347
You will get there.
348
If this helped you in any way,
349
it would mean the world if you subscribed.
350
I hate saying that.
351
I'm so sorry.
352
It's disgusting.
353
It's fine.
354
Thank you for watching.
355
I'll see you guys in the next one.
356
Bye.
357
Say bye, Carson.

下載應用

流利口語所需的一切

AI 發音評分逐句打分
音標練習掌握每個音
詞彙學習建立你的詞庫
詞彙遊戲邊玩邊學
FOR YOU

推薦影片

背景與背景

在影片中,講者分享了關於遊戲開發的基礎知識。他強調了在遊戲製作中每一個元素的選擇背後,都是開發者的意圖。這些選擇可能包括對話出現的速度、重生點的位置以及相機的運動方式。講者還提到,無論是使用遊戲引擎還是編碼環境(IDE),製作遊戲核心在於理解這些選擇。在對話中,他不僅傳授了遊戲開發所需的技能,還鼓勵觀眾追求自己的遊戲開發之路,這為英語學習者提供了豐富的聽力練習素材。

日常交流中的五個重要短語

  • 一切都是選擇 - Everything is a choice
  • 你只是在做決定 - You're just making choices
  • 第一個選擇是 - The first choice is
  • 沒有限制 - There are no limits
  • 程式碼將自動連線 - Code will automatically connect

分步跟讀指南

為了幫助英語學習者提高發音和理解能力,可以通過以下步驟進行跟讀練習:

  1. 選擇片段 - 從影片中選擇一小段對話,例如講者關於遊戲引擎的介紹。
  2. 聽並理解 - 首先完整地聽一遍,理解每一句話的含義。可以邊聽邊記錄下不懂的單詞或短語。
  3. 逐句跟讀 - 播放每一句,暫停並模仿講者的語調和發音。此時使用shadow speak的方法,對照錄音進行自我糾正。
  4. 重複練習 - 多次重複這個過程,以便掌握正確的發音和語感。長期進行,您將明顯提高英語發音。
  5. 運用所學 - 嘗試在自己的日常對話中使用這些短語,例如在進行雅思口語練習時。

利用這個shadowing site的練習方式,結合提高英語發音的目標,將大大增強你的語言能力,幫助你在需要時能自如地交流。

影片中的語法

說話人最常用的結構,並附上影片中的原話:

結構影片中的用法
條件句 if + 從句,will/would + 動詞 — 條件及其結果If you're making what would be
現在完成時 have/has + 過去分詞 — 過去發生但與現在仍有關聯的事you've chosen · have been made · I've always found
被動語態 be + 過去分詞 — 強調發生了什麼,而不是誰做的would be referred · are built · have been made
定語從句 who / which + 從句 — 補充說明人或事物someone who has · exists, which means

什麼是跟讀法?

跟讀法 (Shadowing) 是一種有科學依據的語言學習技巧,最初開發用於專業口譯員的培訓,並由多語言者Alexander Arguelles博士普及。這個方法簡單而強大:您在聽英語母語原聲的同時立即大聲重複——就像是一個延遲1-2秒緊跟說話者的影子。與被動聽力或語法練習不同,跟讀法強迫您的大腦和口腔肌肉同時處理並模模擬實的講話模式。研究表明它能顯著提高發音準確性,語調,節奏,連讀,聽力理解和口語流利度——使其成為雅思口語備考和真實英語交流最有效的方法之一。

影子跟讀法: 閱讀完整分步指南 →