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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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Puggy

Need help getting back on track

2 posts in this topic

Hey guys, I was hoping that I may be able to get some help getting myself back on track. I have had an idea for a game for the past 5-6 years and it has been driving me mad, I haven't been able to find anything that meets the game exactly but I have found a few games similar.. However.. These have just added to my idea and are making me more impatient to want to make this game.

 

So a little about me to hopefully help get an idea of where I need to go. I learnt to use Visual Basic at college and went on to start learning C# and C++ (Primarily console applications for the latter two). There is very little work or schooling around my area that helps beginners learn to create games and so I am doing the next best thing (I think) and I'm working as a web developer. I love working with PHP and find this pretty easy and similar to C++.

 

I've attempted to start learning game development a few times however I either keep getting distracted by other important issues or just hit a wall and get too stressed to continue. I'm not the best at working with graphics however I do have one or two people that I may be able to convince to help me with a larger project if I can create something semi-decent to show them, when the time comes.

 

I understand that the project I have in mind will take a lot of time even for a large team however it is something I am really motivated to do and hope to get a foundation on before I recruit others to help with it. So-long as I at least make a good attempt I will be able to tell myself I tried.

 

The game I have in mind is an open world MMO pirate based game with real life aspects such as crafting and fishing allowing people to choose their own style and story. Yes yes, this is why I feel it won't be complete however I would like to at least try. I have been following a few tutorials and videos on both gamedev.net, youtube and a few other sites and they have been pretty useful, but I am unsure if they fully meet my needs.

 

The one thing that I always hear is start small, and I agree, everybody starts from the bottom. I'm not sure where my bottom is though and would like some help finding where the bottom is. I've been working in Unity and trying to create an ocean environment in there and add a controllable ship. I've also already created a simple(ish) C++ multi player environment with two cubes moving around a plain connecting from different PCs.

 

The project that I have in mind could be broken down massively. Like I could work on creating a simple checkers game as this is also something I would like to implement. But I'm not sure Unity is the way to go. I don't have that much money to sink into the project just yet and so can't/don't want to (until I'm certain of what to use) spend a fortune on software.

 

The closest for play style I have found is Assassin's Creed: Black Flag with the ships been effected by various weather types and having storms etc.. Within Unity I haven't been able to find much help working with environments that will deal with oceans and ships. Does anybody have any recommendations of what I could look at using to work towards adding oceans? If I could figure out the perfect program for me I may be able to look at the project in more depth and work out the smaller projects.

 

Also if there are any guides that may be able to help this would be great. The guides I have seen have one main flaw. They either cater for the beginner (this is an if statement...) or the advanced. There is no middle ground to help connect the two dots and this is mainly where I keep falling down.

 

Sorry for the massive post, I would just really like to make some progress on this.

Edited by Puggy
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Parroting what I normally hear from the big guys: "Anyone that's not a wizard should not make an open world MMO with pirates as one of their first projects"

 

I don't think there really is a "middle ground" in programming. You've got your basic tutorials that teach you the syntax and fundamentals of each language; after that you just have to nut up and try messing around with stuff like an API, or genetic algorithms. I wouldn't expect to find any specific tutorials catering to your exact needs. Just go off some of the landscape generation techniques you already know and get creative.

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Brilliant. Thanks for your suggestions! My main concern is that I would like to eventually learn to use ocean environments and so would like to learn to use an appropriate engine from the get go for when I'm ready. I can't really find anything to help work with oceans and would really like to hear any suggestions that may be able to help towards this.

 

I've mainly been working with Unity which only has 2 pre-set water terrains in the free version and a few more advanced ones however doesn't fully explain how to work with varying environments.

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