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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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ssdko2009

Programming practice

5 posts in this topic

I'm really not sure how to put into words what I'm looking for, but any suggestions would be wellcome.

 

Right now I'm at a mentally draining tech support job to pay the bills.  When I get home I just don't have it in me to work on my personal projects.  I wouldn't call them super difficult, but I think I need to do some coding that is a bit more bite sized until I can land a better job.

 

Any ideas?

 

Thanks in advance.

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You could start small and build upwards.
As in, first make a text based tic-tac-toe game. Then maybe upgrade it to Win32 to get the hang of basic graphics. Then maybe build snake/tetris/breakout, which are a bit more complex. Eventually you will feel comfortable enough to do most things.
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I've found the book Beginning game programming, by Jonathan S. Harbor, easy to read and kept me going till the last chapter. It requires knowing c++ basics and pumps out an easy working game. From there ofcourse sky's the limit :)

Good luck.

Ps: also think on what aspect of game development you'd like to be part of and focus on that (don't try to be best at everything :)
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Bit late but here are my suggestions. If you want more "bite sized" things to work on, you could try to define specific chunks of your project into small pieces and work on them from day to day. So that you are basically creating sub projects within a larger one. This might be a way to get the ball rolling a bit. 

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