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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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shabirDhillon

where to start in terms of making games

7 posts in this topic

hi i am new to the site and would like to know what the community thinks on this, i am 16 years old and would one day like to do programming professionally and just want to know were to proceed from here. I have got a pretty solid grasp on the c++ language in terms of the basics like functions, classes,arrays, etc and would like to start making some 2d games now, i have created some text based games and would like to know what to do next like should i use allegro as a   library for graphics or to draw things to the screen or should i use somthing like openGL or directX (<--- how much should you know of C++ before trying one of those 2)

 

also i would like to know from people what exactly does a gameplay programmer do in terms of a professional job (that is the job category in the future i would like to pursue in the future) 

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Also try to be broader in you scope ( programming professionally ), I remember while pursuing my CS degree, one of my professor always use the line "..there are coders and then there are software engineers.". Aspire to learn more than just programming/coding in the general sense. Any decent size software is going to require more that just coding, so don't limit yourself. It seems like you are on the right path though, just keep doing what you are doing and in this field you never stop learning..

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or should i use somthing like openGL or directX (<--- how much should you know of C++ before trying one of those 2)

I think this depends on the person. OpenGL and DirectX are both as low-level as you will practically get. But as you said you may want to become a gameplay programmer, I assume you prefer dealing with more higher-level stuff than low-level. So maybe you like it more to use a higher-level library like SFML instead. I recommend not using Allegro because of its C-style library and, in my opinion(!), not very clean and modern coding standards (especially for a beginner).

 

What Promit says is right. Gameplay programmers program the higher-level aspects of the game. This includes adding objects, defining what happens when a rocket hits a rock, etc.

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thanks for some of the tips so i will expand my knowledge a bit more, and can you give a run down on SFML like what its uses and kind of like a description or overview of it also any other tips would be cool as well i just want to make sure i am going the right way also yes the field of game play programmer very much interests me because i dont really like messing to much with graphics not really my thing i like the idea of puting the blocks toghther

Edited by shabirDhillon
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Speaking from personal experience, I would suggest you to make small 2D games at first (turn based and real time). For once, it's much easier to find and use 2D assets than 3D ones if you have no access to someone who can make them for you. And also, if you've not used a 3rd party engine or library in your code before, 2D oriented ones tend to be easier to grasp. Many of the things you'll learn will still be relevant if / when you switch to 3D.

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Speaking from personal experience, I would suggest you to make small 2D games at first (turn based and real time). For once, it's much easier to find and use 2D assets than 3D ones if you have no access to someone who can make them for you. And also, if you've not used a 3rd party engine or library in your code before, 2D oriented ones tend to be easier to grasp. Many of the things you'll learn will still be relevant if / when you switch to 3D.

alright ill start learning how to make some 2d games and also for a programmer is it better use engines like unity or to do everything from scratch or is it better to use a api like SFML which i like the simplicity and as protected mode said 

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alright ill start learning how to make some 2d games and also for a programmer is it better use engines like unity or to do everything from scratch or is it better to use a api like SFML which i like the simplicity and as protected mode said


You're young enough to spend some time with each of them, and then experiment with whatever new toys come out in the next several years. I hope by the time you're applying for gameplay programming jobs, you'll know which approach you prefer, and you'll be able to talk about the benefits and drawbacks of each.
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