Ask HN: 9-yo son wants to build a game, I'm lost. What can I do?

387 points by welfare ↗ HN
Background :

My son hasn’t really showed any interest in computers until now. He’s been spending a lot of time over the last couple of weeks designing some sort of a game (on paper) and now he wants me to help him build it, whatever it is. I don’t want to let him down but I also know how much work that goes into a game (he specifically wants it to be 3D).

I’m a decent developer, although I’ve not done game development professionally I did tons of demos on the 90’s so I feel I know the basics of 3D math but I’m pretty sure he will lose interest if I try to teach him x86 assembler :)

Joke aside, what can I do? This sounds like a great project for us to explore together and hopefully he can grow interest in software design and development.

Are there development kits I can start with (unity?)

How do I keep the project “contained” so he feels that he accomplished something but still feels we developed something close to his vision?

Thank you HN.

390 comments

[ 2.6 ms ] story [ 952 ms ] thread
It sounds like the Replit ecosystem would be a good fit.
Scratch is the first thing that comes to mind;

If thats too basic for his idea - unity, unreal engine and godot are good hard options.

My suggestion will be for both of you to create a blank project, and then use gpt4 to understand the enviroment gradually.

My dad taught me scrath when i was about the same age and having access to chatgpt as a way to quickly learn how to do the things we wanted woul have amplified the experience so so much!

Let him?!

Like don't make this too complicated. My dad, when I wanted to learn programming literally just gave me some "starter BASIC program" and let me find out things from there. No internet, nothing. Oh and a set of like a gazillion 3.5" floppies with Borland C and a book accompanying it.

I made a super cool looking password entry screen with ascii art that was started by autoexec.bat before showing the start menu. Super secure lol (i.e. not at all but super cool and fooled all the other kids).

I'd recommend Roblox for him to start if he really wants to make a game. Zero math required unless he wants to do those parts. Lots of help online, in some cases probably from kids his age actually. And you can but don't have to program things properly instead of just using the UI.

Also, you didn't mention what his vision is. So we can't really say if 'let him loose' is likely just gonna frustrate him or what.

That said, one of the best learning experiences I had was when I broke the computer completely. I was playing around with those autoexec.bat settings and suddenly I could not get it to start at all anymore. My parents were gone for the evening. I had I think like 3 or 4 hours until they'd come back and I definitely didn't want to tell my dad that "I broke the computer". I tinkered and tried things for hours and like minutes before they came back I got it to boot into a DOS prompt again. I was so proud. My dad never knew. R.I.P.

I second Roblox. They now have "magic generative AI" which can generate Lua code from comments. You can use it as a tool to learn as you go :)
His vision is a “survival zombie game where you have to find and repair cars to escape the zombies”

Yeah I know, that’s how I started as well. Got some old 8086 and zero instructions on how to use it.

But he’s not curious in the same way I was, maybe it’s the time right now. Kids expect immediate gratification, or maybe he needs a bit of a push.

I looked at Roblox studio, that looks promising. Thanks!

Yeah totally see the gratification bit. You can help him of course and try to steer him towards incremental improvement.

With Roblox he will definitely be able to just use pre-made (of not super awesome looking) cars and zombies. In fact the Roblox tutorials come with a pretty good looking Zombie actually. With animations and all. They also have some official item collections which included high and low poly stuff.

You can help him put together a simple version in a couple days tops probably. Like something that's literally just car that won't drive, some zombies that walk towards the player location if in range, he has to long press to "repair" the car and escape. First version done.

Then expand from there, like have an actual "broken car" model vs "working car". Start adding houses and streets and an "escape zone" you gotta reach etc.

That said, don't underestimate his curiosity. I thought my kids wouldn't get past that either and now I sometimes glimpse or they show me what they've been working on. I just showed them some 3D software like Blender, they got a tablet and a cheap graphics tablet for the PC. And I do see them doodling around with it, trying things. Just like we did. But with cooler tech. Just today actually I told one of them when they were on the tablet how I watched Star Trek as a kid and always wanted to "live long enough that I'd have something like the P.A.D.D.". And look here we've had iPads for "forever" now and the kids think it's normal to have.

Thank you for simplifying the "repair" process to long press. That's amazingly helpful for me to think about ways to create a minimum viable product.
And the fun thing: it's literally just a property of the standard "action" in Roblox. So super simple even if he doesn't use Lua but just the UI. I.e. instant gratification. And he can change the number and Roblox will automatically show a progress indicator for the "action". (yes I've done some developing coz the kids wanted me to build a game for them. "daddy, daddy, I found this pink cow! You gotta put it in!" - I never finished coz it got boring but it was a lot of fun).

He can blow up (just super size) the models and maybe find some "motor" asset someone made and published to actually put under the hood or just next to the car, which he needs to repair too. A blown out tire? Go find rubber or a new tire? Lug it back to the car first. A jerry can asset someone made that he needs to find at a gas station (maybe someone already made that asset) to fill up the car. Like "if Jerry can is in inventory - inventory is already pre built in roblox just use it - then long pressing the action key will fill up the car". Find a "lead pipe" asset to use as a weapon. To begin with use one of the premade with animations and everything swords. The learn how to make your own.

Since it's all for learning nobody has to care about asset licensing or money. When he does, it's a teachable moment.

Grand Theft Auto: the Dead Rising.
Now you have my attention.
just throwing out an idea; basic mechanics of GTA but during the chaos as the rising first commences.

emphasis on solving problems and surviveing rather than crime.

Whatever platform/engine(s) you end up trying, you both might enjoy looking through the game assets that Kenney shares with the world for free:

* https://kenney.nl/assets

* https://kenney.nl/starter-kits

The asset range includes 2D & 3D and in a variety of graphical fidelity/style from 1-bit to low-poly--including sets which are designed to work together.

The "Starter Kits" are a more recent development which aim to get you something working out of the box with Godot which you can then customise: https://github.com/KenneyNL/Starter-Kit-3D-Platformer

I'm pretty sure you'll find both cars and zombies to start with... :)

(Another person who shares high-quality free assets worth checking out is Kay Lousberg: https://kaylousberg.itch.io )

Word of warning about Roblox, it is home to child labor exploitation, gambling and chat rooms rife with predatory behavior. They allow young game developers to sell their creations and take a 70% cut of their revenue; that is if they let you cash out at all. I recommend caution and at the very least be involved in what your children are doing in Roblox.
Seconded on the money part. I'd treat it as just a game engine to scratch the itch of learning and steer them towards actual programming in Lua.

Then, even if the language would be different, they can transfer to a proper game engine like Unreal.

But publishing the game in Roblox for real could still be a good thing (or not). Just don't expect to "get rich fast". It can teach that even you have a cool game, nobody is gonna find it and you'd have to stand out. In the end it's a bit like YouTube. Same exploitative relationship. You might make money. Most won't. Many will feel lots of pressure for no reward. And even with reward the pressure might become too much.

+1 for RPG in a Box, my 10yo loves it. RPG in a box provides everything to start with simple games (map editor, visual scripting, voxel editor, sound editor, ...), and the minecraft-like/retro style helps managing the kid's expectations. And there are a bunch of great tutorials on youtube.
I third Scratch.

It won't be 3D, but the reality of life is that sometimes you have to move incrementally--and that's a big part of programming :T

Just download the Godot engine[0] it's free and there are lots of tutorials on Youtube. The documentation[1] also has a tutorial that shows you how to create a small 2D and 3D game. To learn programming with gdscript there is this free course by gdquest.[2]

[0] https://godotengine.org/showcase/

[1] https://docs.godotengine.org/en/stable/getting_started/intro...

[2] https://gdquest.github.io/learn-gdscript/

I would say this is beyond the vast majority of 9 year olds (and also adults lol)
Oh bollocks - looking at the Learn to Code From Zero link and it looks like just a modern version of those old "Learn to program a game in BASIC" books that were everywhere in the 80s when I was a kid.
This. My son has been doing some amazing things with Godot.

For a 9yo, you might need to help. Take that opportunity.

> "For a 9yo, you might need to help. Take that opportunity."

Indeed. Quality time with yer kid and learn a potentially useful, maybe even profitable new skill right alongside 'em? Win, win.

My kids were able to make complex 3D games at 9yo with very little help using Roblox Studio. It’s free.

https://roblox.com/create

Disclaimer: I work for Roblox Corp.

Thank you. Will look into Roblox studio
Funny because right now my son is busy building a "Doors" clone in Roblox Studio. I don't think it will have any logic but he loves just building the map so far. He's 7.
You dont need much logic to make a good parkour map. Watch a couple episodes of MXE if inspiration is needed.
Yeah, got into software thanks to roblox. Way easier to get started than most of the suggestions in this thread and caters from everything from building maps to writing code (if you want to do that). Lua is pretty easy to pick up but you can use TypeScript or Luau if you want.

You also don't need Lua knowledge.

The games can run on desktop, mobile, and even console. Built-in multiplayer. Huge community. Lots of tutorials. It's pretty amazing, to be honest.

I created this Scratch proof-of-concept for 3D pong (https://scratch.mit.edu/projects/1881311/) over a decade ago when I used to teach kids. I also found several other examples on the Scratch website which show how to build 3D graphics on a 2D canvas. After many years of teaching kids to code, I would say the best introduction for a 9 year old is to start with block-based environments to build structural thinking fundamentals, before introducing him to typed programming languages.

The issue I see in starting in Unity or an equivalent high-level abstraction (e.g. threejs.org), is that it doesn't build strong fundamentals in how you think about solving problems. Many kids these days think they are "coding" when they are really just modifying a collection of examples and starting points (which has fueled the burgeoning industry of summer camps teaching "Minecraft modding"). As is the case for many other skills, great amateurs make great professionals.

* Simple language

* Simple games, tic-tac-toe (naughts and crosses), hangman, pong.

* Pair programming

* An activity you do together.

It’s an opportunity to be peers because neither of you has expertise or experience.

It’s an opportunity to learn together.

Don’t let it be “Once, my dad and I…”

Good luck.

https://gamemaker.io is excellent (or at least was 10 years ago). It's not open source, but it has a free version, and is more beginner friendly than something like Unity or Godot.
Is the goal to learn to program, or just get his idea working?

If programming, I would nix the idea of a 3d game, and get him to do the concept as a 2d game of some kind, eg a platformer, or top-down, in Scratch.

Scratch is quite limited (IMHO wrongly, and in the wrong ways), and you need all kinds of hacks to get some things to work, but sometimes they make things quite easy, for example, you can make a 'scrolling platformer/tilemap' type game without having to code a tilemap, by setting a huge background image, and scrolling it around.

Moving to 3d, there's either a huge jump in conceptual complexity (3d math, etc), and/or a load of learning the tool - eg unity, godot, roblox, etc, a lot of the work is operating the 'studio' and 3d design parts; actual programming can sometimes be just a small part of the project.

On the programming track, as a next step from Scratch, I would (and have!) choose lua/love2d, or even fennel/love2d. Love2d is a simple library/framework, and Lua is much simpler than python, and you will (are forced to) learn the basics, for example there's no built-in object-orientation, you make it yourself, so you learn how such systems actually work.

Nintendo Game Builder Garage for the Nintendo Switch will get him started.

https://www.nintendo.com/en-ca/store/products/game-builder-g...

The app has tutorials and built in games to get him to work up to making a game.

Surely, his current game is too ambitious for him to pull off but this will get him making something and thinking about programming.

There is also RPG Maker depending on the style of game: https://www.rpgmakerweb.com/products/rpg-maker-mz is the latest, https://www.rpgmakerweb.com/products/rpg-maker-2003 is the oldest and cheapest.

Game Builder Garage looks really interesting, thanks for the suggestion.

Do you have any experience with Dreams on PlayStation, for comparison? My son and I have been using and enjoying Dreams but I do feel that he would be better off with something a step down in terms of complexity and challenge. GBG looks like it could be the sweet spot.

If you have tried Dreams, I would recommend Little Big Planet. It has a game builder that is a step down from Dreams but they were both designed by the same company, Media Molecule. Not to mention LBP is just a magical game all around!
I came into this thread with the intention of recommending LBP and possibly Dreams, although the latter is a big step up in complexity. LBP lets you do wonderful, creative things in 2.5D without any coding knowledge.

But seeing GBG being mentioned, I wish I had that growing up. Looks like the perfect way to get started.

I'll also highly recommend GBG. My eldest had a good time building very creative things when he was about 9, and my younger son who is 6 has built a 3d platformer. i haven't a clue how to program it, but they pick it up easily! Also, they both love Scratch (not Jr) on a browser. Not 3D, but a great outlet for their ideas.

If it's just level building, then Super Mario Maker 2 (also Switch) and Levelhead (Steam, more accessible on Switch). There's also BQM (Steam,Switch) for isometric dungeon designing.

I want to second Game Builder Garage. I recently went through the tutorials in this game with my six-year-old and it's been an amazing introduction. There are also a bunch of tutorials and games you can find the codes for online if he wants to go further once done. I've haven't found anything else that simplifies 3D game making the way this did.
Despite the bad press, Unity is a good place to get started ( for you ) which can then let you team up with them. There are many available assets and templates to get going.
Plugging my friend's side project: https://quickga.me/

Fully 3D online game engine with multiplayer. Most of the game is made in the interactive click and drag mode, but has modes for extra logic and ultimately a full JS scripting engine if needed. Kind of like Roblox but far simpler on the dev side.

This shows the end to end development of a soccer game: https://youtu.be/6a1NmNhoO0M

This looks cool. What's the history behind the company - is it independent?
It's just him so far. Built in his spare time over the last several years.
QuickGame is pretty great.

My 10 year old was able to figure out how to make some fun stuff with it.

Unity. Here’s a tutorial to build a simple 3D game that requires no prior programming experience: https://m.youtube.com/watch?v=n0GQL5JgJcY
OOP, Events, and Algebra.

Unity has a pretty good debugger and graphical language.

Also somehow need to help develop tolerance for a great deal of thumbing through giant directories of names of things, skimming abstracts, and uncertainty in general.

Scratch is great. Let me also plug using an LLM to help code a game; I got good mileage on an Arduino project with my son by having him talk to the ChatGPT app and pasting the resulting code into the IDE. Great experience for everyone.
It falls short on your 3d request, but for someone new to things I'd go down the pico-8 rabbit hole.

There are some really spectacular (given the limitations) 3d games, but they're the exception. However, the IDE is built-in, it's basically lua, and you can load/view/edit the source code for all the published games.

https://www.lexaloffle.com/pico-8.php

Some newcomer-friendly tutorials: https://nerdyteachers.com/PICO-8/Bitesize_Games/

My 9 and 12 year old have both played a fair bit with Pico-8, and while the music and sprite tools are neat, I think there's a lot that it leaves on the table. The Lua environment is a fun puzzle for seasoned developers to reason about how to make the most of it, but for a novice, stuff like physics, collision detection, and an entity system out of the box is more like the right starting point. You need a lot of boilerplate to get a sidescroller off the ground in Pico-8.
This is a great callout.

I think for a newcomer this is where loading an existing game (like Celeste...) and just changing sprites or updating logic gets you some of the non-built in features for free - but at that point you're more modding someone else's game more than creating your own. I can see how that path could be a non-starter for some folks (no matter their age).

I’m surprised no one suggested this. I haven’t tried it but would Roblox Studio be an option?
Scratch and Roblox, all the way
Does he Minecraft?

Get him started with combining mods for Minecraft. Then he’ll learn about collisions, debugging.

Then there are scripts for Minecraft mods to modify items/recipes.

Eventually that will be too limiting, at which point you throw him bodily into InteliJ and see if he floats.

Check out Kodu Game Lab; it was a Microsoft Research project from a number of years ago, and is still maintained. Your son won't need to learn a language, but he will learn some of the core concepts from a visual paradigm.

https://www.kodugamelab.com/

Scratch, MakeCode, Godot

but since 3D is a requirement, godot seems the more appropriate option. Although, I would say too early.

Have made many small games with/for the kids (6yo and 10yo) in Scratch and using microbit+LCD and Makecode Arcade-compatible. Start small, grasp the basics before starting on something big.

Understand that you're not going to finish what you start. Do things that are fun. Keep a notebook of ideas. Talk about plans and what you want do. Spend time with him. Even if almost none if it ever makes it into code, the imagination part will be going wild.

Look at what he's really doing. He doesn't want to CODE. He wants to make a game. Like every kid. Emphasize the creative part just like he wants. Do things on paper, just like he is doing.

Let me get this one point across: YOUR SON DOES NOT WANT TO LEARN TO CODE (right now). HE WANTS TO SPEND TIME WITH YOU and explore ideas at the speed of his imagination.

Enjoy it.

Talk about the game while you go for evening walks or drive to/from school.

He will enjoy every minute of it even if nothing is ever produced.

When I was ten years old, I played a lot of web games built on Flash technology and asked my parents how I could build my own. My parents sat me down and taught me the very basics of how to code. I didn't learn very well from them, but they also bought me a textbook and I learned great from that. By age 12, I had recreated a lot of the games I was fond of, pacman, snake, space invaders, etc.

Maybe the bar was lower for my interests at the time (flash mini games vs AAA 3D games as described here), but just offering a different take: Maybe your son _would_ very much be interested in learning to code. Though starting with 2d retro games might be easier.

Yeah, when I 10 or 12 years old, I found a book with simple games in Basic. I had fun copying from it and learned a bit of programming.

My daughter is currently more interested in playing existing games instead of creating her own. I would probably look into how to create something in Roblox if this would fit for the game.

I remember in grade... 3? a kid at school was showing me books from the library about how to make a game in Basic. Then one day he finally had it going. It was amazing to see. I can't remember what it was, but it would have been the simplest thing. But it was still amazing.
Modding her favorite game could proof a entry drug to the industry.
MIT's Scratch is very good for making the equivalent of flash mini games. My 9yo loves making animations and platformers on it.
What a great response. To follow, this doesn't preclude anyone's child from jumping head first into programming, just that "producing" a game isn't really the goal but "making" it is. My 9 year old son makes mini RPGs on paper. Like he draws hit points and a monster and does attacks and marks damage as he plays. It's awesome. Sometimes "making a game" doesn't need to be programming at all.
Yeah good points (and the parent).

I’ve made Super Mario levels on paper with my 7 year old son for the last couple of years that he LOVES. we make a small Mario character and long landscape oriented map… cardboard or butchers paper roll work well.

He rarely actually plays the level even. We spend time drawing obstacles and baddies. Then he comes up with tons of new baddies with new powers from his imagination.

It’s a great pastime.

I wish I had read your comment 5 years ago when my son wanted to build a utterly complex game in Scratch. I ended “coding” the game, almost on my own, because it was boring for him, and the result did not resemble what my toddler wanted/imagined. Of course he was imagining an AAA game built in Scratch… If anything good, the learning for him was building games is hard, and lost interest trying further. Great advise!
Not sure that's good. Yeah it's hard to build a AAA game, but you can still have a lot of fun building a smaller game, and people put out really impressive stuff in Ludum Dare (a 72-hour build-a-game-from-scratch event).
I learned programming as a child using basic because I wanted to make games like super mario. My first game was a pick your own adventure novel. Just text. My second game was an RPG, all ascii. I eventually build a 3D engine in basic (yeah, i know). If the kid finds programming fun, then starting with scratch won't deter them. If they don't like programming but want to make a game, then yeah, I can see how finding out how hard it is will deter them!
This ! Learning to code will come after, spending time with your son writing down ideas might be more fun at first and it's a good time to teach him that games are thoughts first and then coded after.

I would have recommended Scratch [1] for a first introduction instead of hoping into code right away, but since he is 9yo he will most likely want to hop on big game engine like he sees his favorite youtubers doing.

so while you guys are thinking about ideas, you should look up and compare engine in this thread and learn one, then teach him and make the game/prototype together later.

[1] - https://scratch.mit.edu/

There is also Snap! (https://snap.berkeley.edu/) which starts very much like Scratch but has higher ceiling. The deepest pedagogical benefit is you can easily build for him custom blocks — even custom control structures — to give the scaffolding that will let him focus on the programming style/aspects you want him to learn at that point.
there are 9 year olds who want to learn to code, don't stop them if they do
The kid didn't ask to code, he wants to make a game.

I'd argue that the even safer bet is to start by using a game editor.

For example Warcraft III had a great map editor with which Dota was created.

It's probably the easiest way to get someone started. Advanced configuration requires scripting so it's the very next step to programming.

This is how I started! Close to 2 decades ago
That reminds me: When I was about 9 or 10 I created the sequel to Zelda a link to the past. With colored pencils. On paper. Dozens and dozens of sheets of paper.

That game was amazing. I can’t believe Nintendo didn’t call me up, but instead decided to make a 3D game

That 3D game is pretty good, to be fair.
I dunno I thought it didn't have enough fetch quests.
buried in a hard drive somewhere, I still have hand drawings of a game we were gonna make on RPGMaker that was about dark vs light. crazy to think back on.
> He doesn't want to CODE. He wants to make a game. Like every kid. [emphasis mine]

Well, I as a child (say: 6-8 old) was really rather thinking deeply how a suitable way (what programmers would call "data structures" and "programming abstractions", "design of a programming languages" - but of course on a child's level) might look like so that the computer can "understand" and precisely execute my game ideas; my games as executable files would rather be the central side product of this.

I also (I am really not lying or boasting!) was thinking as a child (just to be clear: this was my child's imagination; from my present knowledge I know of no suitable way to make this actually work) how if the abstractions are there, one could easily "combine" existing games to make new games - perhaps even partly automatically by a computer:

Imagine this: using some photo editor, you can use the magic wand or lasso tool to select some part of a photo, and copy-paste this part into another photo. Why isn't it possible, if you, say, wrote both a space shooter game and an economic simulation game to select and copy-paste some part of the latter into a former to turn the space shooter into a space shooter that also contains economic simulation aspects?

The "best actually existing" (really bad) approximation of this that I have seen in life is how the GURPS tabletop role-playing game system (https://en.wikipedia.org/wiki/GURPS) enables (in principle) to "copy-paste" elements from one role-playing setting into a whole different "incompatible" one (but it is not that you would want to do this for your typical role-playing session :-) ).

Yes, this is how a 6 to 8 years old child (the former me) thinks about game development. :-)

Yeah I was about 9 or 10 and an techy relative was trying to teach me binary while I was playing command and conquer red alert on a windows 98 machine.

And I was thinking how does code translate into something like red alert. I didn't have anyone to guide me to fill in the dots at the point though and it was just before internet was common everywhere and before google was a household name in England at least to me.

When I was ~9 (maybe 8, maybe 10) I picked the GW-Basic book from shelf (my dad had that for some reason) and started reading. I was fist thick and mostly a summation of commands, so it did not made a whole lot of sense, but hey, I had a day off from school (or was on sick leave) and had already finished the (much thinner) MS-DOS book. And I just loved computers.

Luckily when my dad came home he explained that we actually had GW-Basic on the computer (an IBM XT my dad had bought second hand from a friend's dad who was IN computers). That's where it all started. My dad could keep up for a bit but soon I had to rely on whatever the local library offered, and later a floppy disk that somehow made its way to me (copy by copy) full of useful TXT files and examples. Oh internet where were you.

So I feel a bit reserved towards the 'YOUR SON DOES NOT WANT TO LEARN TO CODE' screams that seem only based on very, very little context. But I do agree with the general advise, best to not jump to conclusions and go by their (the kids) pace.

> I picked the GW-Basic book from shelf (my dad had that for some reason) and started reading.

My Dad was a software developer. But for various reasons, he never initiated and practically never taught us anything about software development: but made sure that books were available, so that if it interested us, we could figure it out ourselves.

Well, I and my two elder brothers were each copying things from that BASIC book by the age of six or seven, and making up our own stuff within a couple of years, and we all ended up software developers. (None of my other siblings were at all interested.)

Most children around these ages probably don’t want to learn to code. But, as my dad puts it, there are some that, when they see what is possible, find the notion of making computers do what they want irresistible. We three all definitely wanted to learn to code.

I was going to post about game engines worth exploring to get this project off the ground (bevy, Godot), but then I read this post. OP, this guy gets it!
Wow, great answer!

I can apply this to some situations I have with my daughter. I have a tendency to get over-excited when she shows interest in my interests, and try and push her to do the things with me.

My son severely abuses my inability to play computer games anything less than one hour by always wanting to play with me :)
kids need to spend fun time doing creative stuff with their family members for their healthy development. They are somehow aware of it and they ask for it.

Moving their hands for precise ability and their whole bodies, or sitting down to draw or read, might be more urgent than sitting in front of a computer, though

This comment is so incredibly important.

We made a game within Minecraft, a story and a treasure map and a treasure.

Don’t overcomplicate it.

10years later my son showed me his multiplayer, 3d unity game he made for fun. I was blown away!

This. When I was a kid my best friend and I made our own Pokemon game by drawing our own Pokemon cards and assigning various nuts (still in shells) to each one. My Charizard was an almond and her Mewtwo was something like a pecan, for example. We created our own arena on cardboard and would "battle" by knocking our nut-Pokemon against each other - the Pokemon that got knocked out of (or overshot) the borders of the arena lost, and eventually the loser of the set would get to pick an opponent's Pokemon (nut and handmade card) to confiscate.

I love video games and went on to work in game dev for more than a decade, but that was still one of the most fun things I've ever played.

> Understand that you're not going to finish what you start. Do things that are fun. Keep a notebook of ideas. Talk about plans and what you want do.

Do you think of this advice as specific to working with your kid(s) or do you feel it applies (or should apply) more generally? If so, in how far?

IMHO this can be used more generally - look at pet-projects that people are making in their free time. There is no such thing (in most cases) as deadline or "finish", because there is always something that can be added, improved or taken care in any way. Keeping all ideas in a notebook allows you to review them with other contributors, and even when project would be abandoned, this would allow to refresh memory when someone decides to come back later.

In this case however, having some quality time with son is the most important thing, and putting a deadline would affect the fun for the worst.

> YOUR SON DOES NOT WANT TO LEARN TO CODE

Maybe he does, but he doesn't know it yet. Do not force him, but you can show him. That's actually how I got into coding. Like every kid, I wanted to make a game, but progressively, I found that I had more fun coding than actually making the game. In the end, I went in so many tangents I didn't complete my game, but who cares?

Everyone is different. Maybe he just wants to imagine stuff, maybe he really wants to produce something, or maybe he wants to code, or write, or draw, whatever. Maybe that's an opportunity to see what he is really into. For me, it turned out to be code. People, kids and adults alike don't just want to "learn to code", they have a motivation and code is what gets them there. You need a starting point. For adults, it is often making money, but for kids, making a game is probably the most common.

Interesting thoughts.

Makes me realize I never wanted to learn to code. I never set out for it. I want to learn to code things now, but back then? I wanted to make an executable that did something. Sometimes it was a game. Sometimes it was some weird graphical screen saver like thing. Coding was just to make it happen. That became something interesting too, eventually.

It is something we as programmers forget. Why we did it in the first place. It usually shows up when those analyst show up and want some program. Cant they see how amazing our code is? /s When what they want is a program that does something.

This resonates.

I started coding pretty young (Perl probably ruined me at 12), and what I realized as a teenager was that I didn't really enjoy programming, it was just the means to an end. I wanted to make the computers do something.

I'm a system administrator now. Turns out that most of the problems I wanted to solved had capable people already working on them.

Those years of coding give me such an advantage when things go wrong, though. I've never regretted it for a second.

For a lot of kids (myself included), the deepest and strongest desire was not to code, though that's how the effort can manifest. The desire is to then show the end result to someone (often a parent/authority figure) for recognition. It comes right back to the relationship dynamic, and this can be an intensely strong motivator.

As I matured, coding eventually became my own thing, and I started to enjoy it as something I could escape to that nobody around me really had to understand. But when I first started dabbling in it, you bet my Dad heard just... hours, and hours, and hours of my rambling. Mad props to him for listening, even if in hindsight I realize he barely had any interest in the subject and found it hard to keep up. You did good, Dad.

He might. When I was around that age, I had an Atari that had a feature where you could write your own code. I think it was sort of a version of basic.

I made primitive games. They weren’t much more than shapes and colors and sounds, but I was able to make it do things. And that was before there was an internet where I could find help. I didn’t know anyone who had ever written a line of code.

I think one might be surprised what a 9 yr old boy could do these days programming.

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Absolutely this. As a middle school teacher of many years I feel like I have some knowledge on this subject. Almost all children want to spend time with an adult. In my classroom the activity we do together doesn’t matter to my students, besides the attention I give them during the activity. For kids, adults are treasure troves of attention, and they want that attention. Give it to them in positive ways and you will see the relationship grow. Don’t worry about whether or not you produce something in the end, it was the relationship that mattered to the child from the get go. Really only adults, through social conditioning, are worried about producing something. Kids just want to feel important and feel part of a healthy, positive relationship.
Just checking, you also do pay attention to what kids are actually learning and if their skills are improving? Some of the kids want to learn, not just engage in an attention seeking game, feeling important and healthy relationships with adults.
I did this, we produced a board game eventually, using dice for monster spawn and dice for monster hit, and hitpoints, etc.

Pretty much nethack, but using his dungeon designs which he spent hours designing with graph paper.

I did it this way because that's how I designed my first game, on a C64, in 1986, at age 10.

He gets to design monsters, treasure, items, dungeons, etc.

Tabletop implementation is the fastest way to actually play it.

Wow, this is great advice. I never thought about it this way.

I put on my engineering hat and saw a "problem" to be solved and a "solution" being a finished game...

And it's mutual, I want to spend time with him on something he's passionate about, but I made it into a problem I can solve.

Thank you!

Me and my son created a choose your own adventure console game using Repl.It and Python.

It gave us time to go over programming fundamentals but for the most part we just had fun and came up with wacky content for players to progress through. Later, we went back and added static images.

One of the most satisfying things for him was being able to spin up his retro game at school for his friends to play.

Thankyou. And thankyou to OP. I have exactly the same situation as them, and spend a lot of time beating myself up that I can’t help him realise his never-ending torrent of creative flow. But you’re right: I need to immerse myself in it with him. Thankyou.
This is some mountain kung fu master level of advice. Good job, sir
>YOUR SON DOES NOT WANT TO LEARN TO CODE

You are probably right, but when I was 9 I definitely wanted to learn to code.

Kids can build games pretty easily now with Scratch. I’ve several friends whose kids are doing this at that age and a couple are writing scratch in school. It’s pretty easy these days.
When I was as 8, I definitely wanted to learn to code.

Five years after that I was on equal footing with a few adult software engineers around me (my parents and their friends).

Playing/hacking/working with professional-grade code (leaked Quake code in particular) really helped me to form a good style. Wish I’ve received more code review hours even on kiddies projects.

Funnily enough some of the code I’ve written at 8-9 (a menu system for a primitive graphics editor) I’ve reused five years later in a project that had users and significant money returns.

Yes. My then 10 y.o. son also wanted to build a game. At least that's what he told me. So we went out together to learn how to do it in Roblox. We eventually learned we needed to be coding in the Lua programming language, which is by itself cool as we are Brazilians. We took some classes together but then I saw my son suffering as he tried to get along with abstractions and the development process itself. He quickly found out it had nothing to do with playing games! So the lesson we learned was, as the parent commented, my son and I just wanted to do something fun together. That's basically it.
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NOTEBOOK

NOTEBOOK

NOTEBOOK

---

THe ONLY successful devs who've built shit you touched, common: PERSONAL NOTBOOK.

Make them write.

What makes a successful comedian: WRITING.

NOTEBOOK is the most underrated Human Tool.

If you want to be an author, CREATE. WRITE.

I wanted to learn coding at 8 to make games, not necessarily with my father. It was begin 80s so bit different; I went to halls were they sold inventory from burnt out stores where I got books and mags for pennies and so I learned basic (and basicode), asm and pascal. After that my parents brought me to meet-ups. I wanted to spend time with wizards who could teach me software/hardware, not my parents per-se (although my father did work at a IT firm, programming was not what he did).
> YOUR SON DOES NOT WANT TO LEARN TO CODE (right now)

This. 100% this.

He wants a game, that he can tell himself and everyone that it is His and he wants you to do it for him. He does not want coding to show up in the way!

Take this as a chance to show him that he can build things, the way he wants it. Make an effort and let him see it. Give him a taste for it. There's wisdom in that quote about longing for the vastness of the sea to make good sailors.

There will be joys in small wins. It will surely never complete. But he and you both will cherish the wild imagination that comes with something like this.

> doesn't want to CODE. He wants to make a game. Like every kid.

But all of these video games are not going to just CODE themselves. =/

All of good video game devs must doing CODE along with doing ART parts to them to make the actual video games. I recommend learning CODE like c++ and lua to be these more serious video game devs at all. >=)

Programmers and coding on game engine:

The Definitive C++ Book Guide and List? - stack overflow https://stackoverflow.com/questions/388242/the-definitive-c-...

Best Lua Books for Beginners and Advanced Developers - turing https://www.turing.com/kb/best-lua-books-to-learn-embedding-...

Unreal Engine 5 Revealed! | Next-Gen Real-Time Demo Running on PlayStation 5 - youtube https://www.youtube.com/watch?v=qC5KtatMcUw

Best Unreal Engine Books For Aspiring Game Developers - whatpixel https://whatpixel.com/best-unreal-engine-books/

3d animators and content assets:

Best 3D Modeling & Digital Sculpting Books - Concept Art Empire https://conceptartempire.com/best-3d-modeling-books/

Final fantasy X/2 - Cascada Everytime we touch (slow) - youtube https://www.youtube.com/watch?v=fuFF_6bg4T4

3D Animator Job Description, Salary, Skills & Software https://www.cgspectrum.com/career-pathways/3d-animator

Dead Fantasy Full HD all Part (1, 2, 3, 4, 5, 6) - youtube https://www.youtube.com/watch?v=EHA3opXjcd0

The Art of Fighting Game Animations: A Step-by-step Guide - ArtStation https://www.artstation.com/blogs/gamepackstudio/4wON/the-art...

Good luck even making a video game without doing CODE part of it. =/

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Hope this help you plan out budget of your video game project. ;-)

How Much Does It Cost to Make Unreal Engine Games? - medium https://medium.com/@burnsana2/how-much-does-it-cost-to-make-...

Fox Engine:

Metal Gear Solid 5 Fox Engine Tech Demo - youtube https://www.youtube.com/watch?v=_18nXt_WMF4

Metal Gear Solid 5 Red Band Trailer (E3 2013 ) - youtube https://www.youtube.com/watch?v=NL4ZxDWLwpM

CRYENGINE:

CRYENGINE 5.6 Tech Trailer - youtube https://www.youtube.com/watch?v=vUyWwqY-pYc

Crysis 3 | 7 Wonders Episode 3 "Cause and Effect" - youtube https://www.youtube.com/watch?v=DSyb6YyaSag

next-gen:

Why next-gen games have next-gen prices - arstechnica https://arstechnica.com/gaming/2006/12/8479/

Is a Realistic Water Bubble Simulation Possible? - youtube https://www.youtube.com/watch?v=O-52enqUSNw

How Games Have Worked for 30 Years to Do Less Work - youtube https://www.youtube.com/watch?v=CHYxjpYep_M

game history:

How Much Does It Cost to Make a Video Game? - techspot https://www.techspot.com/article/771-cost-of-making-a-game/

The true story of the worst video game in history - engadget https://www.engadget.com/2014-05-01-true-story-et-atari.html

Mario:

How Super Mario Helped Nintendo Conquer the Video Game World - history https://www.history.com/news/super-mario-history-nintendo-do...

History of Super Mario (1985 - 2020) - youtube https://www.youtube.com/watch?app=desktop&v=JO86YAiYFjc

Nintendo HQ:

Nintendo’s old and new HQ (headquarters) in Kyoto - sharing kyoto https://sharing-kyoto.com/See-Do/magazine/td008279

Tour inside Nintendo headquarters in 1970 - beforemario http://blog.beforemario.com/2018/11/nintendos-office-and-fac...

Arcade Game:

Arcade Game: Popeye (1982 Nintendo) - youtube https://www.youtube.com/watch?v=hErObuqvlHs

Mario Bros. (Arcade) Playthrough - youtube https://www.youtube.com/watch?v=Qn5z1x9N_jE

Game Studios:

The Biggest Video Game Design Studios and Game Publishers of All Time - gamedesigning https://www.gamedesigning.o...