How can i start writing a game?
110861
what kind of game??????
815429
You could write a play by play on the exact moment you reach your goal.  For instance if your goal is to own your own business you could write begining with the moment you woke up on the day of your grand opening and continue through the day until it ends.
610626
It kinda depends on what kind of show you're pitching, and who you're pitching it to. For example, an animated show like "South Park" would be pitched differently than a show like "Lost".\n   Generally speaking, you should have as much info on the show as you can get. If you can do story boards or animatics, or even get a episode done and in the can, it would help. Excutives are more likely to buy into an idea if they can actually SEE what you're talking about.\n   Having said that....GOOD LUCK in getting someone to take your calls, much less set up a meeting. Go ahead and make the calls tho...just expect a LOT of "NOs" before a single "Maybe". \n   You could also try going through an agent, or there are contests out there (Project Green Light), and writer's conventions you can go to, (probably have to join a writer's guild to get into that, which cost annual/monthly fees)\nGood luck!Keep trying!
328905
If you just want to make games you can try GameMaker (http://www.gamemaker.nl/ ). It's free and easy, much easier than learning how to make games with languages like C++ or Java. However, it is made for 2D games so you couldn't do much 3D stuff. \n\nIf you want to learn C++ then http://www.zeuscmd.com/ might help.\n\nFor Java you can try Sun's Java Tutorial at http://java.sun.com/docs/books/tutorial/index.html
774668
First try to think of your main character. Imagine this man, woman, child or whatever (it can also be an animal).\nOutline its main traits, or the ones you want to use in developing the plot.\nThink of a situation in the routine of that character. There can be a routine which is broken by an incident.\nGo from there. \nPay attention to how you write. Remember that people who will read your story are not IN your head, and they CANNOT read what you don't write.\nhave fun.
185368
1.  If you want an interesting project, try http://www.halfbakery.com/category/Computer Be aware that many of the suggestions there are either impractical, difficult, or not software-related.\n\n2.  Make a game.\n\n3.  If you want to make something new that people will use, ask if anyone has any ideas in the alt.comp.freeware newsgroup (unless you plan to charge) or look through the archives for requests for programs which were unfulfilled.  ( http://groups.google.com/group/alt.comp.freeware/ )
206432
Do you want to concentrate on computer-based rpgs or just in writing the stories for the games? \n\nIf you want to get into game design, take a look at  current job openings at some of the game companies; look for the job title(s) you want, and see what the educational requirements are for those positions.  That will give you a good idea.\n\nYou might consider a major in Computer Programming with a minor in Literature or Communications.  It would be a good combination if your goals change or if you want to pursue different careers later on. \n\nYou could also look into the many new "game design" programs that are popping up lately, and see what they offer for an idea of how to build a personalized curriculum for whatever college you're attending, or plan to.
238300
You probably need a degree in video games.  You can look here to enroll http://www.gamedegree.com/  After that you probably need to work your way up from game tester.
469757
Can you use Flash? You can make very nice looking games with that. Plus you have whole lot of tutorials on making games in that.
876402
try this http://www.gamedev.net/reference/list.asp?categoryid=82
810545
making a game out of your lesson
421278
Before I begin, I would like to introduce myself. I write for Game Zero under the alias of R.I.P. and I have been playing video games almost as far back as I can remember... I could never get enough. Be it hanging out at the 2600 display at the Sears and playing the demo system while my parents shopped, or scrounging for quarters to play anything with a CRT and a coin-slot. I've been programming off and on since early 1982 when I got my first computer, an Apple //e, and then later in 1986 when I dabbled on my Amiga 1000. My first exposure to modern console gaming was in 1989 when I first played Revenge of Shinobi on the Genesis, followed by hours of time lost to Tetris, and Golgo 13 for the NES.\n\n   Finally in 1991, becoming frustrated with the general gaming press available, my friends and I became inspired to begin publishing our own magazine, and thus Game Zero was born. We selected aliases to do our work at that time, not to be "hip" or "silly" but to cloud the gender identity of one of the staff writers who happened to be female (no, it isn't me). Since then, I still play games (on any system I can get my hands on), I still program on occasion, and I still feel that the traditional gaming press poorly serves the general consumer. While, I have made every effort to be fair in this article and present a wide picture of the industry, even I will be the first to admit that my biases as both a professional writer and programmer may come through.\n\n   To begin our journey, I must recommend that you read two books. The first is "Phoenix: The Fall & Rise of Videogames" by Leonard Herman(1), and "Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children" by David Sheff(2). These books are important because they are industry/corporate biographies, which give overview and insight into the day-to-day, behind the scenes events of what happened in the early days of the industry. The first book primarily documents the "Atari years" where the U.S. was the dominant force behind video gaming up through 1996. The second book documents the life of Nintendo from its origins up through the conclusions of its legal battles with Atari and the FTC. As with all biographies, both books should not be taken as the final truth. Combined though, they paint a very vivid picture of our industry up through the mid-nineties. The sad reality is that entering the year 2000, these two books are the only modern, serious attempts to document this industry to-date; aside from a scattered number of magazine articles. The lack of historical information easily available to people outside of the industry who want to learn more is a real problem which needs to be addressed.\n\n   Also, before trying to understand where we're going, it is good to have a better understanding of the dynamics of this industry as it stands today. Or more specifically how the non-programmers in the industry drive its direction.\n\n   Unlike any other entertainment medium, the video game industry is frequently the most misunderstood, and misdirected. Misunderstood, not only by adult consumers in the United States, but frequently by the management who dictates the creation and release of the software sold. Misdirected in the sense that it is common today for a company to develop a concept for a game, specify target dates for completion goals, and then lastly, hire/assign the staff to design and program the title. Is it any wonder games frequently miss their deadlines? No. Not when you consider that more often than not, the person who set those deadlines is likely a person who has never programmed a day in his or her life, or if they have, it was probably working on business applications.\n\n   This also leads to another problem in the industry. Actually finding talented programmers to write the games. This industry is starved for talent because of the frequent misconception among man
194006
I would suggest getting in touch with the patent office.  If your game is so good, you don't want to risk losing it.\nIf you are planning to do something with this game, i.e. make money, you will need to start a company.  The best people to talk to would be your bank.  They can offer advice and a loan if they see it as a worthwhile investment.  Good luck with the game.  Hope to play it soon.
835524
Make sure that you write up the idea and then have it dated and notorized and copyrighted. Then you would need an agent or be really agressive to pitch it to a network. They will wan to you to have experience etc, but if you are aggressive enough someone may listen. you want to try and pitch to the development department.
289062
:}\ngreat start, use more ideas like you have already\nthanks
1077694
I suggest you visit a site like www.sourceforge.org or www.programmersheaven.com. There are many open-source, game projects written in C.
4601
Being the young Writer that I am, I could write 30 pages at the mention of one word. So here's my suggestion: think of one word and connect it to one thing in your life, then connect it to the general public. That's the way I start off all my stories. You said it has to be 20 pages or so. Does it have to be a fiction or non-fiction piece? Does it have to be persuasive or informative? Who is your audience? Can it be for entertainment perposes or does it have to have a prominent moral? See just how much freedom you have to work with, then start with an idea. One thing I realized is once you start with a good point, you can almost never stop. I mean, look at how much I've typed already! :0 The story kind of takes its own contents and builds on itself.\n\nThe best advice I have to give you is to start to write. Let your ideas get to some paper. Brainstorm and blow up one idea. You'll be surprised how much you will have written. :)