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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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yannou38

Questions about languages

4 posts in this topic

Hi all.

 

i'm a student in programming , so i don't have experience in games at all but ...

 

 

well , i don't know if you played elona , but i feel this game is totally unfinished ... and i want to make a roguelike who take back those ideas , and some from other games i liked , in a simple roguelike (not a steam game at $39.99 :D).

 

with a friend , i started thinking about it and we got a big problem : what language or engine we have to use ?

 

i think it must look like elona , so a turn based game , with simple graphics ...

 

and since i'm not experienced , i need something simple too ... i only know java (and ada , but that's not the better language :) )

 

 

so do you have tips ?

 

i saw RPG maker , but it's costly and i don't want to crack it (that's bad)

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thanks for the answer. i'll try to do some little games before. gonna check this engine , and unity :)

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I would second the vote for Unity - it is easy to get started, has lots of tutorials available, and lets you work in JavaScript or C# fairly easily.  That might be a good way to get started.

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If you are going for the learning approach: you can do it using just Java and its Standard library. That is how I started. Getting up the canvas set up starts out funky. But stick with it and you will LEARN A LOT! This approach gives you more control of how your game looks and feel. The downside is the amount of thinking and effort to come up with the system to do this is somewhat technical. Anyways you will get better as long as you start off programming simple games like pong, arcade shooter, small prototypes that illustrate a game mechanic, etc. 

 

As for rogue like, I am not sure how long it will take one person to do it. But I remember coding an rpg from scratch after coding 5 games. It took me a whole month of programming (300 hours total: 10 hours a day sometimes more )just to finish it. I had to use other people art which is a good thing to do. It takes serious commitment even on the programming side. Pretty much a full time job mindset only with no pay.

 

The learning process and result are so rewarding. 

Edited by warnexus
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