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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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Oracular

What Next?

6 posts in this topic

So, I've always wanted to make computer games. Not just simple games, either, but the kind that people might actually end up playing (which I am yet to accomplish). I've started off with small projects, and I've made two games with XNA in C# (a checkers clone with added missile functionality, both singleplayer and multiplayer, and a 2d side scroller with some basic projectiles and enemies and levels), and I know a good amount of C++. I've looked into engines, and whether it is best to make my own or use someone else's. I'm not necessarily looking to jump straight into the world of professional 3D game development, but rather a stepping stone that can further what I am doing toward the goal I have. Where do I go next?
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Can you more precisely describe your goal? What sort of games do you actually want to make?

Your next step should be moving towards the game you want to make. That might mean familiarising yourself with an appropriate engine before beginning your project, or it might mean making a simpler game of the same type using lower-level technology choices.

Unless there isn't a suitable engine available I would strongly suggest choosing one -- with the goal of making high-quality games it really wouldn't make much sense to spend your time recreating the work of others rather than actually working on your game.
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I suggest you start by tinkering around and making some artwork and other game assets. Either make them, borrow them or synthesize them procedurally, but that should give you a good idea of the engine tech you'll need for your game.
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jbadams, are there any engines you can recommend in particular? There are a ton out there with many different features and many different prices. Is there a free one you can point me toward, with enough features to make a basic game? I'm not looking for anything crazy, yet at the same time I'm not really looking toward making anything at the bare minimum.
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Oracular, check out Unity 3D, it is great, free, and fairly easy to make a great 3D game if you know SOME programming. Plus, it has a great base of fans that will answer ANY questions, plus tutorials.
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[quote name='Oracular' timestamp='1353982988' post='5004385']
jbadams, are there any engines you can recommend in particular?
[/quote]
Different engines are more or less suitable for different types of games. What sort of game do you want to make?
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Hi,

This list will help much, but there are many game engines and component engines such as physics or graphics engines not on this list, so do your due deligence in research.
[url="http://en.wikipedia.org/wiki/List_of_game_engines"]http://en.wikipedia.org/wiki/List_of_game_engines[/url]

GameDevDotNet has a lot of information posted in recent weeks about this general area with "spot on" useful things.[img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

Take a look at things like SDL, MonoDevelop/Mono, SharpDX, and others.


Clinton
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