"Torque 2D is an extremely powerful, flexible, and fast open source engine dedicated to 2D game development."
The Ultimate Guide to Video Game Development
Developing a Game: The Basics
Before sitting down and making a game, you have to ask yourself a few questions.
As of writing this Libguide, these are the main consoles available for games to be published to:
Mobile Phones/Smart Phones
Hand-held consoles
Computer Browsers
Computers
Mainstream Consoles (PlayStation, Xbox, Nintendo)
The choice of a platform is often limited by the program you use to make your games. Some programs require you to buy special licenses to be able to export games into formats compatible with consoles, while others don't have the option to convert your creations into anything other that desktop-ready programs. Be sure to do your research before spending your money!
2D- 2-Dimensional. Graphics/Games done like this are usually done in ‘pixel’ styles (Should they be active games), or hand-drawn (for game such as point-and-click adventures). Uses less memory than 3D. Camera tends to stay in a fixed position.
3D- 3-Dimensional. The style can range to realistic to abstract, and relies on ‘polygons’ to create. Players can usually rotate the camera around their character.
A game can be a side-scrolling game and still use 3D models.
More on modelling 3D characters here.
In general, a game has most of the following items:
Characters: If a video game was a play, these would be the actors. A successful video game has interesting characters to help keep players engaged, and to tell the story of a game.
To design a character, one starts with a concept sketch. Using reference photos liberally, from body poses to texture, one can build a variety of people to populate their game.
Note: Character design can be considered an entire job by its very nature.
Background: The setting/location of a game, from buildings to landmasses. Often interactable by the player.
Literal, physical background, such as cityscapes and landscapes, can be made in the same way characters are, combining photos and textures, as well as grabbing from 3D object databases.
Story: The driving force behind the characters in the game. Usually told to the player by the non-player characters and interacting with the world at large.
Before designing characters and places, one should finish the story of a game first, by script and storyboarding. This helps improve workflow between the writers and designers.
Mechanics: The way items and characters move/interact with their world. Can also be how one fights monsters. Covers everything from basic walking speed to spellcasting.
Easter Eggs: Fun little surprises hidden in games. Can reference other games, real life items and events, people significant to the game developer, and/or reference pop culture memes.