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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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About Maveryck

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  1. Thanks. I'll look into both of Luna's books. Appreciate the recommendation.
  2. I'm finishing up Dawson's "Beginning C++ Through Game Programming." I'm in the process of looking for another book that focuses on game programming, but w/so many out there, I really don't know which direction to head. I'm contemplating either "Beginning DirectX 10 Game Programming" by Wendy Jones or "Introduction to 3D Game Programming with DirectX 10" by Frank Luna. Aside from Dawson's book, I've been utilizing "Practical C++ Programming" & "Teaching Yourself C++" by completing the exercises (as well as Dawson's), and working on coding simple games (i.e. hangman, tic-tac-toe). What I'd like to learn is how to create the GUI's & input 2D graphics. Appreciate your recommendations. Maveryck
  3. Boxing, street fighter, etc. Think Mike Tyson, etc. Yes, beat'em up one to one type games. I am interested in the game play mechanics, as well as the low level functionality. Thanks, Mav.
  4. Does anyone know of any existing Open Source Boxing games with the source code available? 2D or 3D, doesn't matter. I want to see how the code is laid out, classes defined, functions, etc. The code exercises, in the various textbooks, I'm learning from aren't designed for game programming. I'm trying to figure out some of the basics here in developing a simple/crude boxing game. And by simple I mean a set up as player vs. computer with a very small (1 or 2) selection of player controlled & NPC boxers/characters. This is a learning exercise for myself, nothing more. My programming skills are limited with C++ & I am still learning--right now class inheritance--and I really just don't know where to begin with the code. For now, I'm trying to scratch out the pseudo-code. I've searched the web, but haven't found any source code or snippets with regards to boxing games. Any guidance is appreciated. Thanks, Mav
  5. Kest/Puck: Thanks for your input. My thought here is to develop something that would generate interest from potential developers/artists/programmers to come on board and work toward completing a viable (and perhaps sellable)game. The tech and/or the non-playable demos may be sufficient to do just that. Regards, Maveryck [Edited by - Maveryck on September 14, 2008 12:38:49 AM]
  6. I'm in the process of designing a FPS game -- writing (more like revising) the design doc and sketching out some character, building & vehicle concepts. It occurred to me during this process, why make the entire game by yourself -- get help & reduce the workload... Note: Not looking at this time. Will post in help wanted when ready. ...so in order to cut the workload, I figured why not create a game demo first, which makes sense, then move on seeking the needed help to build the entire game. And with that here are some questions: 1) When creating a game demo only, does the document need to represent this or not? I presuming no, since the main objective is to create the entire game. 2) Should the menu options menu, with exception to game play, be deactivated? Or is this a matter of choice? 3) Should the game's back story be played giving the player the history, or not? Again, designer/builder preference I'm presuming. 4) How much of the game should the game demo represent, without becoming a separate game itself? I have been playing/evaluating various demo games to get some ideas, but each game demo is different in some aspect or another. So any sound suggestions would be appreciated. Regards, Maveryck
  7. Cool. So I'm on on the right track here. Is this a workshop for the software Freehand or a workshop on learning and improving hands-on drawing skills? I didn't find a post describing the previous workshop contents.
  8. Oluseyi: What is the current status of this workshop? Can we anticipate a start date in early 2009? Maveryck
  9. Quote:Original post by mich4elp That's not necessarily true... you brain can make connections better when you are younger, I think that the age that the brain stops is when you are around 20. You can still make connections and pathways in your brain, it's just not as easy. But the maturity of being older helps, which is probably what you were talking about. Or maybe not. :P You may (or may not) want to read up on current brain research. Though the brain does make better connections in youth, scientists have found that us "old" folks (I'm 42) can make new neural connections or pathways by learning new subject matter. Fred Gage of the Salk Institute confirmed the existence of new brain cells in the adult brain. Check out the article here: Salk Institute [Edited by - Maveryck on September 10, 2008 9:07:58 AM]
  10. To quote a former President: Quote: I feel your pain... I am in the process of moving away from Java. Now, I'm taking a course on C++ (Visual C++) and then decided to learn Python on my own, after reading a few posts and checking it out. Really like this program so far, so simple, so beautiful -- one simple lttle line of code for the well known "Hello, World": print "Hello, World!" [on side bar, this changes in Python 3.0 to: print ('Hello, World!') due to print becoming a function, not a statement] Tons of tutorials out there and a couple free e-books as well, found "Think Python: An Introduction to Software Design" by Allen Downey. The author explains clearly so that any first timer will understand the concept he is presenting. I learned Java as my first programming language and that was a nightmare. I took the intro course three times, before I really understood the basics. I still can't figure how I passed the first two times with a "C" then a "B" and totally not understand a damn thing. In retrospect, I wish I had learned Python (or another simpler language) first and would recommend it. I'm still contemplating on dropping the C++ course and focusing on Python, then going back to C++. Trying to learn two programming languages simultaneously is receipe for stir fried brains. Mav
  11. In regards to my previous thread, ignore....doh...should've actually explored the thread.
  12. I noticed that there was a C++ workshop sometime back. Anyone know if another is forthcoming? I'm new to C++ and would love to learn more, especially game programming for the novice C++ programmer. Thanks, Mav
  13. Go Java!!! :D Personally, I believe it comes down to a person's motivation as to which programming language to learn first. It's not a right or wrong choice, to learn C++ over Python, it's simply a decision that one person makes, that another would not. Me. I started with Java, and w/very little programming knowledge - a little VBA, but nothing beyond that. At the time, it was everyone's opinion that I should start w/Visual Basic.NET. Nope, stubborn bastard that I am, I forged ahead and hit the ground running, then cursing, kicking, screaming and threatening to toss the computer out the window, when a simple applet wouldn't run correctly. But, I believe that every programmer, beginner or experienced goes through these throes of frustration thoughout their programming endeavors. Bottom line...It's a personal choice. Currently, I'm learning C++ with the hope & plan of eventually moving into game programming. Does knowing Java give me a better advantage at learning C++? Some would say no, others would say yes. I say...who gives a poop. I'm gonna learn it anyway. Maveryck.
  14. Kirkula: To put your mind at ease...I'm 42 and looking to move into game programming, which is what has led me this site. Don't let age be the deciding factor of pursuing a goal, dream, career change or whatever. I learned programming at 39 and prior to that worked as a healthcare administrator, managing urgent care clinics. And now the "how do I..." question -- I've been a programmer now for three years, coding in Java primarily and have been learning C++, over the last few months. For those experience game programmers out there, how much gaming knowledge do I need to write code for games? I understand the concepts from my own readings of various textbooks & articles, but it doesn't answer the question. I'm hesitant to stick my resume out there, given that I have nil experience in game programming, aside from simple 2d games I've tinkered around with, and they're not something I would put onto a demo reel and only show close friends. Think Pong - Atari late 1970s. I'm not too keen on the idea of returning to school to obtain another degree, specifically in game programming. I've reviewed the curriculums of various programs and some of it is old territory. Being that I'm already a programmer, how much of a leap am I'm making going from developing window & web applications to games? Any advice and insight is appreciated, Thanks.