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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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Fromfame

Visual coding (does it make you look stupid?)

6 posts in this topic

Hey, so I'm everything but a coder and for years I couldn't find a dedicated coder so I decided to invest my time and money on learning a visual code tool called playmaker in the unity4 engine.

I'm around 3 months into it and 5 into the game I'm working on with my team and I'm the only person that makes logic and actions happen in game, am I considered a coder? Because as much as I love visual coding it cripples real code, am I allowed to put myself as "game designer & coder" at the end credits?

People on my team recommend getting a real coder, I'm making good progress on the code for the game and they see that and tend to be impressed although should I stop what I'm doing and get a real coder? Is it a waste of time? I think I can do this, at least for this game.
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Thanks for that man! You've motivated an arty to becoming slightly more mathy haha
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There is nothing inherently wrong with visual coding and as jb says, it "is" real programming.  To give you an idea, most of the logic in a little game called The Sims was in Edith which was a custom block based visual language.  OK, I think they used it a bit too much when printing out the scripts took up an entire wall with boxes about half an inch tall, but that's how much of the logic for the objects, sims and scripted events in the later expansions was all done.  It really was a pretty horrible little language also, so if you have something which works nicely, I see no reason not to keep using it. :)

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The sims? No way! That lifted my head up, i love the guys at Hutong for making Playmaker, it's the 2nd visual scripting tool ive used and works perfectly fine by far yay!
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Also thanks for posting that post of yours a while ago, came in handy. Maybe one day I will, for now playmaker!
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