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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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rishflab

multiplayer too hard for beginner

4 posts in this topic

is basic server client multiplayer too hard to learn for someone who is a beginner to game development. Im looking to implement basic UDP multiplayer for a 2d game using winsock or enet. im fairly proficient with c and i have learnt c++ but havent made anything with c++.

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There are a few ways that you can implement a multiplayer game.

  1. You can learn networking first and then use that fresh when developing a game
  2. You can learn game design first and use that when developing networking
  3. You can do both simultaneously with some pointers.

If you're in a rush, then a hybrid between 1 and 2 (3) us possible. Essentially, I believe that networking is the most flexible; the underlying concepts can be applied to most games. Either way, you can write a network-friendly game without having to use networking at all. It's simply a case of understanding where data would need to be accessible, and where other players would need to interact with the game. By ensuring that those parts of the system are accessible so that you can override a single player mechanic later on with networked hooks you could "get away" with learning how to network in parallel.

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Like frob says, networking is an additional component to the game that you have to consider while making the game.

I found it a bit overwhelming to learn both networking and game programming at the same time. So I did (using SDL and its networking library SDL_net):

1. Made a very very simple 2D game (Pong). It took me 1-2 days. Its all in one file so easy to copy/paste.

2. Started playing around with Networking tutorials to better understand how networking works.

2.5 After modifying tutorials and seeing how the library works, I started to experiment

3. Made a small "guess my number ?" game. Just in the console/terminal view. (tried to keep it simple and easy)

4. Lastly I copy/pasted my pong code with the server and client code.

4.5 After modifing the code to work properly, I had a working 2 player pong game.


I wouldnt say that networking is hard. But it does bring an additional layer of complexity to a game. Eg One player may see something totally different from another. Edited by ZeroBeat
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If you want a quick and easy multiplayer game without having to learn too much of the lower level stuff I'd say use something like unity. I'd recommend it. I don't really like programming network code so maybe I'm bias. Making a small multiplayer game in unity should be a snap compared to anything else.
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