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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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Fusan Yang

learning from scratch

3 posts in this topic

I am a Bsc.it graduate.I have basic knowledge of programming .M currently brushing on my C++ skills.I need some1 to guide me through..
1.what exacly should i start with ?so that i wont waste mch time .
2.wht knowledge should I hav to start with and wht tools do i need to learn
3.language preferred:C++ and Java

Keep in mind :everything from beginning ...no shortcuts
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sorry i'll keep that in mind... so you mean I dont need to learn any tools to program a game...could you let me know how exactly the game works and what eactly happens in the back scene...what files are included and what is make files and cmake files,terminals,etc?...thnx
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[quote name='fusan' timestamp='1352968824' post='5001147']
so you mean I dont need to learn any tools to program a game
[/quote]

As Álvaro has already stated, the only two things you absolutely need are an editor to write your code, and a compiler to convert it to something useful. There are other tools available to programmers, such as IDEs, to make things easier and improve productivity, but in my opinion, it's best to start with the basics and understand what you are doing from a root level first.

[quote name='fusan' timestamp='1352968824' post='5001147']
could you let me know how exactly the game works and what eactly happens in the back scene..
[/quote]

You're going to have to be more specific, as the only thing that all games have in common is taking input from the user, processing all the data, and then doing some output. In that respect, games are the same as pretty much any program.

[quote name='fusan' timestamp='1352968824' post='5001147']
what files are included and what is make files and cmake files,terminals,etc?
[/quote]

The files required to make a game again vary, but there will be the code itself (.cpp and .h file for C++), any assets the game needs (ie graphics and sounds). Maybe some scripts if the game is advanced enough. Again, this is a very vague question, so it's hard to give you a specific answer.

As for cmake - its a tool for building makefiles. For large projects, you will usually have multiple source files, which means you don't want to have to manually compile them individually and then manually link them together. This is where makefiles come in. A makefile is a set of rules that specifies how the program will be built from it's sources. Using cmake allows people to 'easily' create multiple makefiles for different platforms and configurations, without having to write the makefiles themselves. It also makes generating makefiles easier if the project is added to at a later point.

A terminal is just a command line interface for passing commands to your computer. If you are familiar with Windows, its built-in terminal is cmd.exe Edited by LennyLen
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