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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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CauselessMango

Help on where to go

4 posts in this topic

Well I've began development on my game kind of. I know what kind of game its going to be (think metroidish style levels and open world exploration from hubs and volgarr the viking style combat and movement ) I also have some level design going, have some story, I've chosen the game engine (game maker), have an overall theme and some sprites. Now what I need is some help in what direction you guys think I should go in. I want to start with just the movement of the character, as it is an action platforming game and that is one of the main aspects, and then move onto the first basic attacks and then build a level design enemies and traps then place them. So I'm wondering if this is a good order and also if anyone could point me to some tutorials that could help me along. If anyone has any further questions feel free to ask i'd be happy to answer. smile.png

 

*EDIT: Ok now that i've been out looking more at games made in GameMaker there are very few that did anything commercially so im wondering if someone could make a recommendation for an engine because i've been looking but can only find ones that seem alright.

Edited by CauselessMango
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It really doesn't matter what features of the game you program first as it will all be finished in the end. You will likely be jumping between different pieces of the game during it's development anyway, so just start off with character movement and see where it takes you.

 

Don't fall into the trap of just cloning tutorials to make your game as you'll never learn anything. Instead just go off what you know then look up very specific tutorials to learn the things you're stuck on. I'm sure there would be hundreds of examples that will show if you just Google "How to make X do Y in Gamemaker" when you get stuck on something.

 

Finally, don't fret over what game engine you're using. Like most people you're first game is going to be God awful regardless of what you choose. Not to knock your spirits down, but if you plan on commercializing what appears to be your first game you're going to struggle making half a dime.

 

FAQ

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Thanks for the advice. The commercial thing is just that I was thinking of getting use to an engine that I could eventually create a commercial game with and I wanted to become as familiar with it as I can when that time comes.

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Thanks for the advice. The commercial thing is just that I was thinking of getting use to an engine that I could eventually create a commercial game with and I wanted to become as familiar with it as I can when that time comes.

 

Yeah I used to worry heaps about that kind of stuff. However, just like a programming language, once you learn one you can pick up another in no time. Odds are you're going to have a preference for different tools than the ones you began with regardless of what you first use.

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Thanks for the advice. The commercial thing is just that I was thinking of getting use to an engine that I could eventually create a commercial game with and I wanted to become as familiar with it as I can when that time comes.

 

Yeah I used to worry heaps about that kind of stuff. However, just like a programming language, once you learn one you can pick up another in no time. Odds are you're going to have a preference for different tools than the ones you began with regardless of what you first use.

 

 

Well looking at it any tools would be better for programing that what I have been using witch is my ti84+. I began to program a platformer on it but it ran so slowly and I could only use single letters for variables that I decided to move onto pc.

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