That depends: what do you want to do? A modern game consists of a, let's say 2,5MB program and, like, 10GB of data. If you want to make a game alone, then I guess you don't want to compose your own orchestral music, but you won't get around designing your own models, drawing your own textures and recording your own sounds (well, there *are* libraries for all of it, but that wouldn't be much of your *own* game then, would it?)
So, if you want to do the software component:
(a) learn to program a computer in general (The Art of Computer Programming, although being somewhat outdated, is still a brilliant set of books) (~2 years)
(b) learn a suitable language to a beyond-everyday-usage-level (C++ seems to be a good choice here...). With beyond...-usage I mean: you know *all* of the languages features and flaws, plus the ones introduced by the compiler you use. Become aware of the different possibilities to use a given feature of your language. (Ongoing process, ~3 years for the start). Book recommendations: "The C++ Programming Language", the "Exceptional C++"-series, "Generic Programming and the STL". Oh, and not any of them, *all* of them.
(c) learn the specialities you need (proper usage of IEEE 754 comes to mind... furthermore, the libraries you need, OpenGL or DirectX etc. etc.) (Can be combined with a and b, so about +1 year) (mainly done from reading research papers - I don't know about books with information on, let's say, floating point expansions, persistence of linked data structures etc. And you will need such things.)
(d) learn something about software-engineering. You *do* want to reuse code which has been in production for several years, I guess. ("Design Patterns" is a must, the rest of the books about the topic I know are not in english, so no further recommendation here)
So,
what is a good program to start with, what do I need to practice, etc. |
the program to start with is your browser, going to bookzilla.org and ordering some literature.
courses on Game Design (I plan on doing that in the future) |
Well, I don't know about all of them. But I had such crap at university, and it was... crap. The things I really could put to use - I didn't belive it myself at first - were the ones I learned in theoretical computer science (robustnes, efficiency, exactness, how to use calculations with different sets of numbers, ...). That might be different with other courses, however, I prefer a good book. And beware: every book with "Game [programming, design, whatever]" on it should be burnt. They are crap. Don't waste your money and time on them. Buy the alternatives about that topic without the "Game"-logo (no matter what topic - "AI for Game Developers", "Physics for GD" (this one is from O'Reilly, which is why I bought it - great mistake)... they all suck. You have been warned.