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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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Brunticus McDude GuyMan

Best beginner guides.

5 posts in this topic

     What are some effective tutorials/guides to get familiar with the Unity2D platform? I want to make a top down RTS/RPG. I have the newest Unity and I'm working on a Windows 8.1 if that makes any difference.

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I've been doing so for months but I haven't been able to get a full scope of what I want to do/learn. I was looking for suggestions more so then search parameters. All the tutorials are small and limited, and most of the time the steps aren't through enough for me to expand my own take on their idea. Are there mainstream tutorials that offer a deep concise working of Unity's 2D elements? 

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Well I've never used Unity so I won't be able to hand out any personal recommendations. However, I don't think you're going to get your deep understanding of the program through the use of tutorials. The whole idea behind them is to demonstrate how small individual tasks can be tackled; it's then up to the reader to piece this information together and create something from all the individual tutorials.

 

On that note I would suggest you find any tutorial that outlines the broad scope of how an RTS/RPG game is designed. From there try and create one on your own with your own unique features. When you're absolutely stumped on how to do something specific like path finding then you can search for a tutorial on the matter and figure out how to put their code into your game. This way you're forced to alter their existing code and enforce your understanding of the subject.

 

If you get stuck in the tutorials and require even more information it's normally a good idea to just read through the game engines documentation. This is as bountiful as the information is going to get and you'll uncover a whole new world of functionality that you weren't going to find in any tutorials. Just monkeying around with random functions that come with the game engine will teach you most of what you need to know in due time of course.

Edited by NewVoxel
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Here's why you are having trouble:

 

 Imagine that you've mastered game development.  Seriously.  You know all the languages, and they've all just blended together as a tool to get the job done.  C++/Java/C#/Javascript/lua/python... whatever.  Just a tool.  But you're disappointed with the available tools.  So one night, whilst drinking too much with your mates, you decide to create your own engine.  Do things right.  Create a proper game engine.  Support all the platforms, allow scripting with many different languages, construct the game with a scene graph (because that's the best way to search breadth and depth and optimize batch calls), but a scene graph of component based objects, because all the inheritance is crazy.

 

And there you have it: Unity.  A wonderful, fantastic engine that shields you from all those problems you had when you wrote your engines from scratch.  The problem is, when you're new, and you have never developed something from scratch, you don't understand why it is structured the way that it is.  

 

Long story short (too late), you need to make a lot of games and gain experience before you truly understand "why" Unity works the way it does.  But you can't really understand it until you've made some games.  

 

Sort of a "Chicken and the egg" problem.  Don't worry about it.  Make some games.  It will come in time.

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