It's efficient: 5 modules of focused, practical learning. No fluff.
It's innovative: We're using Odin - a modern language gaining traction in game dev circles.
It's practical: We use Raylib to shortcut our graphics while still giving us control over the engines.
It's hands-on: You're building working demos for each type of game.
It's foundational: The skills you learn here apply to any game you'll want to build next.
Yes, at least a little bit. I recommend going through the Free Pong Course if you aren't at all familiar with Odin and Raylib.
No problem! Just send me an email requesting a refund. If it's within 14 days I'll refund you. No questions asked. Early-Access refunds are available up until launch day + 14 days, so stay tuned.
The course is hosted on the Skool platform, so you may ask questions in there and I will personally assist you.
As well as that, there is a public Discord server.
Pong is a great start. It has some basics used in a lot of action games. What it doesn't have is: state management, memory management, UI, saving and loading, streaming resources, multi-threading, procedural generation... etc.
Yes. The modules have been carefully chosen to cover a wide variety of topics that are useful in many different game types.
99% of indie games don't get published. 96% of indie games fail.
I believe there are many reasons for this, but one of them is that game development is notoriously difficult. Even if you use a third-party engine.
Don't get me wrong. If it makes sense for you to use an engine, then you should absolutely do that.
However, I believe there are a few things to consider.
Engines pigeon hole you into their way of doing things. Trying to do something outside the usual constraints is very painful and sometimes impossible.
If you want to make programming games your career, then learning fundamentals allows you to learn a new engine much quicker.
Do you remember when Unity was trying to retroactively add an install-fee that would have bankrupted many indie studios? Mark my words, this was just their first attempt and more of this will happen in the future.
My point is, there is a fundamental lack of control when using these third-party tools and you must be aware of the trade-off.
For many devs, the trade-off is worth it - especially those not really interested in programming.
For the rest of us, those who want to understand our creations down to the last byte, those who want control of their own projects, it's up to us.
That's why I'm building this course - to give other indies the tools they need to bring to life the game ideas that keep them up at night.
You will actually understand what an "entity system" is, how to create "scenes" (what is that, anyway?), levels, handle configurations, and a bunch of things that are not obvious.
You'll be able to take a game idea and push it forward relentlessly, without wasting a bunch of time.
In the past few years, I've helped more than 100K people with my C game + engine course on YouTube. I've helped hundreds of programmers get started with the free Pong course.
I hope to help many more with this in-depth look at how to create mechanics from games you love.
Cheers,
— Dylan
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