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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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DavitosanX

Regarding what library/langauge to use

5 posts in this topic

I appreciate you encouraging people to learn C++ as first language. I also heard about this language called DarkBASIC, that might be a great starting point for several beginners
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Wow, as i was reading this, I kept thinking "Is this guy me?!" I too am just starting to develop very basic games(I dont know if you can even call them games yet,) with sprite animation and collision detection. I spent all my first and half of my second year programming in college thinking "When am I going to be able to see stuff on the screen other than a command line?? Seeing sprites being animated by my c++ code was such a wonderful feeling.

I also think that I am still learning the true object oriented approach and writing half breed programs. I plan to study up on it more before tackling my next game project. I will learn C# next after I get more comfortable creating real games with Direct X, and learning HTML/CSS/Javascript/PHP. I have a bunch of free time as I am only taking 1 class next semester and 1 other class the semester after before receiving my A.S in CS and transferring.
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[quote name='DavitosanX' timestamp='1342570255' post='4960262']
Well, I didn't mean to encourage its use, because it might not be a good first step for everybody. My emphasis is on trying it out and experiencing it as a language if you're interested. If it turns out it's too hard, or the concepts too abstract, you can rest assured there are friendlier lanuages out there.
[/quote]

QFT.
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[quote]You should try it out for yourself. You'll learn a lot in the process.[/quote]
This is true... I myself started many projects... often they were big ones, like an Operating System, a 3D Engine, RPGs, Strategy Games, Protocols, Simulators, Emulators, etc...
Most of the projects failed, but everytime I learned a lot... I learned the internal scheme of the Linux and Windows System, I learned Assembler, I learned the internal structure of TCP/IP or how a Processor works... The real list is long, but it encourage me to continue... No projects and may it be small as everything, is a real fail.
Everytime you learn a lot... How you can learn Qt without a sample or a big project? There is no other way than trying [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]
My motto: Try it... fail it... try it again!
I think I will don't change my way... I'm only 18 (ok, in a month 19 ;) ) and learned a lot this way. Why should I went out of my path?
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