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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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rlink

Getting started on game development, any advice?

4 posts in this topic

I have several ideas for some games I think would be really fun, so I'd like to get started with game development and learn how to make games the right way. I have some experience with programming, but most of my experience lies within web development which is what I've been doing for the past 5 years. I've dabbled with game development in the past with C++ and the SDL library (before I started webdev) a little, but nothing serious -- just a pong and tetris game, and a (very) simple 2d shooter.

 

But now I'd like to take this more seriously, and actually get started on real game development. The problem is I'm not sure what to do right now. Should I re-learn C++ (I haven't used it for several years) and a graphics library like DirectX or OpenGL, or should I use another language like Python? Also now that HTML5 technology is supported on most up-to-date browsers, would developing games with a library like LimeJS be practical?

 

Any ideas?

 

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Hey guy.
I am so glad to meet you here.
I am a programmer using c c++ lua as3 .working at a small computer game company in china.
I really wanna find someone who can discuss with me about game programming each other.
And,the really purpose for me is to find someone who is a English native speaker to improve my poor English.

Can you,I look forward to your early reply.
You can pm me here or send a email to my gmail box.
Yours boyuegame
Cheers.
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Maybe we can work together through the Internet on a same project.
And now I was working on a rts game like age of empire online.so I have a idea to make a rts game in my free time use c++ and ogre engine.
If you are interested in this, please contact me to discuss some detail....
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Want to just make a game then use an already built engine like Unity, which is easy for beginners or UDK which is a bit more tricky, to some.  These are 3D engines.  Torque 2D for 2D games.  Here are a list of engines if you want some in specific http://en.wikipedia.org/wiki/List_of_game_engines  all have there pros and cons and type of game they are suited for, but can also work for different types of games. Such as, UDK is a fps engine, but it is capable of making a board game or RTS tile based game.

 

if you want to understand basics of how games are made then you want the low level stuff like OpenGL or DirectX are the popular ones.  I personally was interested in making a game so I went straight into an engine, Unity since I was new with an engine environment.  After a couple of weeks I know a lot about it and can crank out games pretty quick provided I had some assets.

 

Here is a simple game that was made for global game jam this past weekend. http://globalgamejam.org/2013/super-morbid  I know it isn't AAA quality, but it was fun making and hey I actually made a game.

Edited by Cdrandin
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Design the game completely before you actually start making it. That way it's harder for the project to actually fall apart, because even if team members don't contribute and/or leave, you'll still have the end goal of the game written down. That means that, yes, you'll be doing more writing in documents and having meetings with people before you actually start drawing anything or coding anything, but less time will be wasted overall once you get to the actual creation stage. 

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