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      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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NuclearTide

Help a noob pave his path into game development?

4 posts in this topic

I spend countless hours [i]reading[/i] about game development and programming, but not actually [i]doing[/i] any game development and programming. This is a big issue of mine. I started programming a year and a half ago, and I developed this habit of reading and getting pointlessly excited instead of doing.

I'm determined to break this habit. I think I lack specific, measurable, attainable goals, and I want to take my game development abilities seriously. To this end, I made a ripoff of a [url="http://www.photonstorm.com/archives/2247/flash-game-dev-tip-12-building-a-retro-platform-game-in-flixel-part-1"]2D platformer level in Flixel[/url] by simply changing the sprites and background color. Nothing amazing, and I learned nothing from the experience.

Members of gamedev.net, I would like some advice. I want to make and [i]finish[/i] games, and I understand I will have to start as small as necessary and work my way into more complex projects. I understand that C++ is the industry standard, but that choice of language is irrelevant; besides, I have taken a liking to C# and XNA. With my ultimate goal of being able to implement my [i]own[/i] game ideas, what are some classic game designs to implement in order to get my skills up to par? I include a list below, and I would be grateful for any advice!

[list=1]
[*]Pong
[*]Arkanoid
[*]Tetris
[*]1942
[*]Mario-type platformer
[*]Pacman
[*]Roguelike
[*]Wolfenstein 3D
[*]3D games
[/list]

The idea would be for me to implement these games and post them here for feedback.
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Do you really need 8 games to make a 3D game?

You could make fewer simple games, like 1-2 to teach you to use the language and make organized well designed code, then a game to teach you 2D math, then a game to teach you 3D math.
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[quote name='Waterlimon' timestamp='1333710653' post='4928734']
Do you really need 8 games to make a 3D game?
[/quote]

Yes. Especially if the focus is on doing/finishing games. The smaller steps will help the OP achieve that goal.

I would move pacman above the platformer, but otherwise the list looks very solid.
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I don't get this line: "[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]With my ultimate goal of being able to implement my [/left][/size][/font][/color][i]own[/i][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left] game ideas"[/left][/size][/font][/color]
[color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Why does that stop you from using C++?[/left][/size][/font][/color]
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Read the post again. He just said, that he likes c# / XNA more than c++

After that he said:
"With my ultimate goal of beeing able to implement my own game ideas,
[left]what are some classic game designs to implement in order to get my skills up to par? "[/left]
[left][color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3]Which has nothing to do with his language choice.[/size][/font][/color][/left]

I admit, that c#/c++ statement was kinda random.
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