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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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raines883

Progressive list of games for Intro Programmers to Learn

3 posts in this topic

Hello all, first post but have been a long time watcher. Thought I would start being more proactive in the gameDev world. I wanted start start off by saying I'm a college student getting a B.S. in Computer Science, haven't decided which route I'm going to take but either way wanted to give game development a try. So what I'm looking for is a sort of list that grows progressively harder for intro game developers as myself. I heard most people should start with console applications, sorta like how we learn in school, either way I want something I can upload to my website to share. I was planning on learning actionscript since I know c++ pretty well but people say it's mostly limited to 2d and Flash. Eventually I don't want to be limited to just that as I would like to venture into the 3d world. So if anyone has some ideas on a list that gets harder as I learn more I will take anything you got ;-)

Thanks in advance
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If you know CPP really well, most other languages won't be really hard to learn, so that shouldn't be a problem.
If you already know how to code, I would tell you to go learn some basic engine and try coding some easy examples
Tic-tac-toe is an easy one.
Snake is a good one (you will need to code the movemnt plus map the snake and the limits, this should be a nice challenge).
Pong should be easy too (plus will give you some knowledge on very basic physics, that you will need).
A memory cards game (here add some mouse/sound/images) would be an easy one to learn as well.

After that you should move to some 3D, a simple exploring example is probably enough to give you a good idea of how scenario, collision, lights and so on works).

As for engines, that will depend a lot on you objectives, since I am a hobbiest, I mostly stick with the open source free sdks:
- Pygame (python, 2d)
- Panda3D (python/cpp 3d)
- orx (portable, 2d C)

I heard those are cool too:
- cocos2d (javascript - I believe - mostly IOS)
- play-n (portable, java)

If you are planning to go indy, I believe the vast majority of people use Unity3d.

Well, my 2c, hope it help you. Edited by KnolanCross
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You want to develop online games?
I am having a bit of a hard time understanding what you are wanting to do with game development - but if you want a progressively hard "to-do" list for development of online type games ...

1: Create a simple text adventure game.
2: Add in combat system of some kind.
3: Create a multi user system.
4: Translate your game to PHP, and upload it to a free PHP hosting site so that others can play your Alpha version
5:Tweek the dynamics of the game, making it more complex.
6: Add simple graphics, and a 2D map.
7: Continue to tweek the game mechanics.
8: Translate the game to HTML5.
9: Continue to improve the game mechanics.
10: Develop a client - server package in your language of choice.
11: Translate your game to the language of your choice ( Beta version )
12: Continue to tweek the mechanics of the game.
13: Once everything is as polished as possible, drop the beta and release the game to the general public
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[quote name='KnolanCross' timestamp='1353103152' post='5001648']
A memory cards game (here add some mouse/sound/images) would be an easy one to learn as well.
[/quote]

I actually have a video tutorial series where I build that exact game, from beginning to end: http://www.youtube.com/playlist?list=PLDFB7FFF90EE6F0C1

[b]@Shippou[/b]

I don't think it's a good idea to try and learn everything on a single game: assuming that you ever reach the "end", you only have one project to show for your entire history.

I would recommend learning new techniques/concepts by developing new games.
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