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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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nightingale001

Where to begin?

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I want to start developing my own game, but I don't know where to start. I'm opting for an RPG/Adventure game genre, and currently Unity is on my mind. Any thoughts about this? Tips, even baby steps? :)
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To be even able to point to into the right direction, we need to know what programming / game development skills you already possess. Without that info, you will most likely not get any useful tips here. Unity is fine if you know one of its supported programming languages.
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If you want to learn or brush up on c++ "accelerated c++" is a really good book. It's all in the console so don't expect anything flashy but you will have a good understanding of the language by the time you're done with it. After that do a little GUI coding like win32 or QT so you know how to make a program that runs inside a window. Once these two are under your belt you can learn directX or openGL (or SDL, Allegro, SFML which are easier for beginners). Then you should be ready to make games.

It takes quite alot of practice before you can really start developing (even simple) games so keep that in mind. I was coding for years before I finally started developing my little pong-engine. I was quite lazy during that time though so you can probably do it faster if you have the drive. :)

EDIT: if you're really itching to start today I would read some [url="http://unity3d.com/support/resources/tutorials/"]unity tutorials[/url], read up on [url="http://www.koonsolo.com/news/dewitters-gameloop/"]gameloops[/url] (the beating heart of any game) and maybe find some [url="http://www.aaroncox.net/tutorials/arcade/PaddleBattle.html"]sample code [/url]
Edited by molehill mountaineer
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[url="http://www.gamefromscratch.com/post/2011/08/04/I-want-to-be-a-game-developer.aspx"]Read me.[/url]


With some prior programming experience, Unity is a decent place to start. ( I question if its a good place to start without said experience... some say yes, some say no, I say... I dunno ).

Now on the other hand, starting with an RPG... well, that's a step down from the MMO scale in the list of overly difficult first projects ( in fact, I would posit an RPG would be more difficult in many cases ). If you've no prior game experience, start smaller, much much much smaller. Like say... a 6 sided dice simulator or tic tac toe. Finish, increase difficulty, finish, repeat and rinse. Then make an RPG.
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