Choosing a Coding Language for New Game Developers

One of the questions I see repeated every so often by beginning game developers is “which language should I learn?” or “what is the best language for a new gamedev?”, often followed by a bunch of people debating why their favorite language is the best one.

Typical arguments include

  • Choose C# because it’s friends with Unity.
  • Choose C++ because it’s friends with Unreal.
  • Choose Java because it’s great for Android.
  • Choose Objective C/Swift for iOS.
  • Choose HTML5/Javascript for web/mobile!

While there is some validity to these answers, take it with a grain of salt. If you know you’ll be working in Unity, then sure, C# might be the best place to start. But if you are just learning to code, chances are you need to practice the basics first. And for practicing purposes, starting out in Unity may be a bit overwhelming.

The basics of coding; variables, loops, if/else, switches, functions and so on, are pretty much the same regardless of language. Once you pick up these basics, and learn how to plan and structure your code, the rest is mostly syntax.

So, here is my suggestion. If you are new to coding, pick the language that feels more appealing to you, because it really doesn’t matter too much. Find a Python tutorial that sounds interesting? Try it!

I would argue, that once you learn the basics of programming in one language, you can pretty quickly adapt to another one. Mostly, it comes down to understanding the principles behind the code, then getting used to little differences, like whether to use curly brackets or square ones, or whether you need to end each line with a semi-colon or not.

So, if you are learning to code, and not sure if you are learning the right language, don’t worry. Just keep learning. If you ever do need to switch, it will probably be easier than you think.

Tagunda Gets Going in 2016

Things are happening behind the scenes at tagunda. Torgar’s Quest is progressing nicely and scheduled for a March release. Beta testing is coming to an end, and we are moving into the pre-launch phase. Expect a lot more on that in the weeks to come, as we work towards listing the game on Steam Greenlight.

Secondly, we will start posting more content on a regular basis. This content will focus on the game making process. I will be sharing glimpses from behind the scenes, thoughts on process and design, tips and recommendations, and whatever else is deemed relevant and interesting.

Kelly ClineFinally, the company is going from a one-man show, to being a mom-and-pop business. An accomplished gamer with years of community management experience and social media super powers, Kelly Cline (who also happens to also be my better half), will be taking an active role in tagunda.

Kelly will be the primary voice of tagunda on Twitter, in newsletters and elsewhere. She is also involved in deciding things like which projects get prioritized in the future, and she has a ton of ideas there. I’m happy to announce that my partner in life, is also my partner in business.

Stay connected with us, and sign up for our monthly email newsletter. It’s an easy way to stay informed and never miss out on anything tagunda! We hope to see a lot more of you in 2016!

Torgar’s 2nd round of beta testing

Torgar’s Quest is about to get sent out to a bunch of awesome beta testers. This will be the second round of testing. The feedback so far has been fantastic, so improvements and bug fixes will hopefully follow. Around 70 people have signed on to test the game, for this round, but if you hurry there is still a couple of days left to sign on for the closed beta.

As we get closer to a finished game, the latest improvements include more original artwork, more translations added (included now are Danish, German, French and Spanish), the monster AI is improved, and much more. In other words, the game is coming together very nicely. With the holidays coming up and the second round of testing, it looks like a spring release at this point.

Oh yeah, I almost forgot, there’s a Steam Greenlight page in the making, but it’s not quite ready for reveal yet.

Finally, Torgar has a forum right here on the site, where you can participate and follow the progress, once testing kicks off.