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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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Evreaia

Unity
UDK or Unity 3D

1 post in this topic

I've been wondering which one is best to use, if one was trying to make a small RPG with local co-op (non-commercial). I've heard that Unity let's you make any genre of game, while the unreal engine is more used for shooters.

I myself am pretty new to all 3D game making, but I have 7 years of experience with RPG-maker XP and a basic understanding of Ruby (RGSS), I'm a pretty quick learner too (and I have the time too learn).

For the past weeks I've been on the look-out for which engines would suite my cause best and those two seems to be the better ones out there. Since both engines are free to some degree I'd like to hear a professional opinion on the matter.

Currently I seem to be leaning more towards the UDK.

Thank for you help,
Evreaia
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UDK cons:

Ironclad network layout without a lot of flexibility.
Does well with pre-processed artwork but falls down pretty hard on dynamic assets.
UnrealScript is only of use with the Unreal Engine, so your knowledge doesn't travel with you to another engine.
A somewhat arcane series of config files and build chain.(Not horrible given the complexity of the engine but still witchcraft until you learn it.)

Unity cons:

Unity built in networking is pretty bad, however there are a few free or nearly free alternatives that will just plug and play.
Unity GUI is a resource hog and you'll be looking for an alternative if you push to a mobile device.
Unity is stuck on DX9 for the foreseeable future due to MAC compatibility issues(essentially they don't want two feature sets between windows and MAC)

Both have great toolchains, both have great communities. The workflow for Unity is more intuitive if you're coming from an art background for certain. Unity can be coded in C# or javascript or boo so at least you work in a language that exists outside the bubble of the engine and Unity can take advantage of much of the .Net libraries .

The short answer is to try both of them. I prototyped the same game in both engines and found I was 3 to 5 times more prolific in Unity using C# but for the art that could be pre-processed UDK generated a prettier render.

When I tried to "color outside the lines" it felt like UDK fought me a lot harder where with Unity you can beat it into shape pretty easily if you have a decent mastery level of the scripting language.
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