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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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n00b101

I'm a total beginner at this - can someone help out?

4 posts in this topic

Hi guys,


I am a complete noob, putting even iPhone users to shame (jk). I want to make a futuristic, open-world 3D game (by myself, if possible, but I do have a couple of friends that can help, if needed), with (somewhat) professional tools (Blender, GIMP, an actual game engine, etc.; no GameMaker for me). Graphics aren't too important, however. I have a couple of questions, if anyone would like to answer.

1. Can anyone tell me, step by step, the process of making a game?

2. Can you make a full, expansive world (mainly city) in Blender? From what I've seen, it seems very difficult to do so.

3. Can Sketchup be viably used for gamemaking? I can make and have made really cool things in it.

4. What programming language is best for 3D games, in general? I used to have a good knowledge of Python, HTML, BlitzBasic (that was stupid, haha), and a very precursory, basic grasp of Java, but I forgot a good bit of what I knew. Relearning most of it shouldn't be a problem, though.

 

5. How much programming knowledge do you need order to make a half-decent game (for scripting, AI, etc.)


5. Can you define the following terms:
a. Triangulate meshes,
b. Mapping,
c. Unwrapping,
d. Collision models, and
e. Texturing?

6. Any other key game development words you think I should know?

 

7. Can I feasibly make such a game by myself?

 

8. Can you list some open-source game engines (that are relatively popular)? I really like the concept of open-source. And I'm cheap.


9. Seeing where I would like to go (making a futuristic open-world game) and what knowledge and resources I have, can you suggest to me a course of learning?


Thank you. I really appreciate it.

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Can anyone tell me, step by step, the process of making a game?

Seriously?

 

I am sorry, but you are not ready to step up and make "futuristic, open-world 3D game". You need huge amount of knowledge in order to make it work.

You also need to learn to use search engines. You've listed a number of words you don't know definition of. Go on, type them in Google and you will get all you need to know.

Even experienced people with years in gamedev like me have to do ocasional research. For example, I had no idea how to bake lights in Maya into textures to use it as a source for lightmapping in Unitiy. I also had to do quite a bit of research on how to use Mental Ray renderer, with all those things like HDR image based lighting and final gather. Sounds simple, yeh?

 

Start small, make little arcade or platformer, something simple. And then build up your way to the game of your dreams.

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Hi guys,
 

Hello.

 

1. Can anyone tell me, step by step, the process of making a game?
 

No, I'm afraid not.  You might as well go to an architecture forum and ask if someone can tell you the process for making a house based on your wood shop experience.

 

 

5. How much programming knowledge do you need order to make a half-decent game (for scripting, AI, etc.)

A lot.  You'll need to be competent in a language like C++ and have some experience with things like: game design, graphics programming with OpenGL or DirectX, 3D math, physics, scripting, UI design, audio programming, data pipelines, mesh exporters, profiling and optimization, and many other things.  And, any one of those would easily be a specialization at a game company, requiring years of experience to master.

 


7. Can I feasibly make such a game by myself?

No you cant.  I'm not trying to be rude, but the sooner you get a grip with reality the better things will go for you.

Edited by 0r0d
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