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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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phil67rpg

C# beginner game

6 posts in this topic

Any step would be the logical step, through failure comes success and thats a promise, even if you handle a project that is to big for you you learn new things. Even if it's not to tackle projects to big for you. Personally it's what you feel gives you a challenge, and I mean this in a good way. If you feel it to be challenging don't panic just do... you will pick something up eventually or realize what your skill level is. BeerNutts is correct though you shouldn't be asking. The most vivid advice I can give you is DO
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My "logical steps" were like this - I made a simple game (finding a path trough a "labyrinth"), then I tried to improve the movement and the control of the "agent", then I tried to improve the graphics, then I tried to make a more sophisticated labyrinth, and so on. My point is - think of a game (something not to restricted, but not to complicated either) then try to make a working version. Once you have it, think of ways to improve one or all aspects of your game and repeat this process until you think you learned enough to move to a new level of game complexity (then think of another, more complex, game and start the process all over again). This is a time consuming process - expect a lot of research trough forums/tutorials/code snippets, but you will have a strong sense of accomplishment each step of the way. I think that the idea of these forum(s) is not to lead you from a beginner to a professional, but rather to help you with details - you have a far greater chance of getting an answer if you ask about a specific problem (like "How do I... " questions) then asking about a whole game. Hope this helps, and don't get discouraged if (when :D) you fail, just keep pushing on.
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well thanks for all the input.I am working on a tic tac toe game using c# and gdi+.I really like c# it is easy to work with.I am writing cleaner code with it.
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[quote name='phil67rpg' timestamp='1325471654' post='4898839']
I really like c# it is easy to work with.I am writing cleaner code with it.
[/quote]

In that case you might want to try XNA, it has the same syntax as C# and gives you a lot of predefined methods and data types that will make your life a bit easier - it provides the content pipeline so you don't have to define the way your content is being interpreted by the graphic card. This way you can focus on designing graphics or game logic, and see the results of your code almost immediately.
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