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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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Craixis

How to proceed?

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Not quite sure how to start this off, but...

 

My name is Sean, and I'm an odd little guy from a small town who has been using Adobe Flash since it belonged to Macromedia (8 years). I've been coding Actionscript for three years.

 

"Great, now why do we care?"

 

I want to move away from Flash, but I have no idea where to begin. I’ve looked into Javascript, for mobile style gaming, because it’s cross-compatible with all mobile devices. However, without the Stage that Flash so nicely provides, I have no idea where to begin a project (I want to recreate a game I did in Flash, to get a baseline on where to begin).

http://seanskully.com/Flash/capstone.html (This is the game I’m recreating; it was a final project for one of my classes). To give an idea of what I’m doing (a 2D Platformer shooter).

 

Any suggestions on where to begin?

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You begin where everybody begins, by figuring out what you want to ultimately achieve! :) So here's a step plan:

 

  1. Figure out what you want to achieve with your project. I am talking about stuff like: Do I want it to become a mobile game? PC? Linux? Apple? All of it? Set some boundaries for yourself. Best thing for learning something new is to just pick one of the many options and focus on that. Also remember that there is no best choice as long as you can get it done. Not only what platform, but also personal goals. Is it going to be a hobby project? Do you want to make it a commercial game? Boundaries!
  2. Figure out what your options are for your previous choice. Example: You want to make android games. Learn java! You want to make them for the IOS? Learn objective C (I think, could be something else). The importance of the first 2 steps is to narrow down your options. 
  3.  Alright, you have an aim now, a goal and because of the previous boundaries, your choices are now limited or even straight forward to one choice. Time to learn more about the language/tool you want to use. Find some tutorials, make your hello world. experiment.
  4. Make your game! 

Also, don't get discouraged if you can't get something decent working within a week. learning a new language takes time and changing it within a week will not help. At all. 

 

Good luck! :)

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If you are motivated and want to learn a serious language then try C++. There are many great books for beginners and while the learning curve may be steep, it's really rewarding. There are plenty of libraries for C++, you can go and check SFML: http://www.sfml-dev.org/

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