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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 GraySnakeGenocide

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  1.   I was looking for a keyboard shortcut cheatsheet. But the one kburk suggested is great. So I'm good.
  2.   Everything is the same in 2.6 then? For the most part?
  3. I checked google and haven't found anything, and I grabbed the one from http://gryllus.net/Blender/3D.html. But it does not have all of the shortcuts.
  4. Daaark, do you have a link to the Sony indy thing?
  5.   Yes   I plan to refesh my memory on everything from algebra up to the stuff needed for 3D math.   No, but I am working towards learning Blender3D.   No, I am self teaching, I plan to go to college here soon though. Until then I am self teaching.   Okay, so you know a bit about programming(I will assume a beginner in C++ and use it as an example from here on), you don't know the maths involved or have forgotten it, and you have not loaded up any 3D program whatsoever...   1) Lets talk C++ and upcoming education.  This should be your main priority and you need to learn programming like the back of your hand.  Enrol in a course at College that teaches a computing language and the basics of computing. Does not matter if its teaching C++ or not - just do it.  Now, in your own time, learn C++ from SAM's Teach Yourself C++ in 21 Days.  So long as you've installed Visual C++ Express, you can work through it.   If you really want to be able to program games then just see this advice through. Being self-taught is important, but if you can complement it with some formal education then you will learn it much quicker.   2) Maths. Second most important thing you need to learn.  Definitely look at trigonometry first(find out what SohCahToa is!), and then basic substitution in Algebra. You might be able to mix in Maths with your college education, which would be a bonus. Start small and just keep at it, but don't avoid it.   3) Blender, Max, Maya and all things 3D modelling & animation.  This is not an easy thing to do, although it has become much easier in recent years. If you can, learn either Max or Maya. They are the top dogs of that industry and a worthy addition to your CV. On the other hand, you can do the same stuff in other packages, and like programming, its 90% what you know about 3D in general rather than what tool you use.  Which ever tool you use(I use Silo, Blender & Paintshop Pro), learn your skills in this order: polygon modelling, texture creation & mapping, rigging & animation, rendering. If you can only learn one of these, learn polygon modelling(I recommend Silo if you are a beginner). Like I say, learning this is time consuming(a task as great as learning programming) so only worry about it after you sort out your programming and math skills.   ...so, you are a professional programmer first, a swanky mathematician second, and then a tree-hugging-hippy-3D-artist third. Bill, this is going to take some time, so accept you are in the learning stage for the next two years and keep in mind what I have said here as to what you need to do.  If you look after your skill as a programmer, then it will look after you in turn.   That's really all I have to say. Well, there is more but I doubt you'd find it interesting...   ( a load of GameDev subscribers now put pistols to there heads and fire away! o_O )   I appreciate some of the advice I guess.   I won't use Sams Teach yourself in 21 days because I've heard by a LOT of people it's a horrible resource.   I know what SOHCAHTOA is. Seriously, I'm not that stupid.   As for modeling, I understand, but aside from the things you listed, there are a million concepts I need to learn about involving it, (I already know about topology, to an extent, theres more, but I just woke up and can't remember the ons I know). Other than the ones I know, idk how many 3D concepts there are exactly
  6.   Yes   I plan to refesh my memory on everything from algebra up to the stuff needed for 3D math.   No, but I am working towards learning Blender3D.   No, I am self teaching, I plan to go to college here soon though. Until then I am self teaching.
  7. This doesn't bode well...   This because I want to use/feel more motivated to use C++.   Why? I don't know, I just can't seem to care about C#, letalone XNA, which is dead.   And yes I know about Monogame/FlatRedBall, but still.   Bottom line is, I am going to learn SDL/OpenGL. But I can't find squat for modern tutorials that use just them. Everything I find is outdated/doesn't use SDL/uses crap like FreeGLUT,etc.
  8.   This, to me, is the telling sentence here.  I put in a full day of coding at my day job, then spend 2-3 hours a night working on my game project.  I live, eat, and breathe code, some of it which is as complex as game code, albeit in a different way.  I would imagine that most other coders here tend to live the same way.  If you're trying to pick up game programming at the same time you're trying to get back up to speed on coding, you're honestly fighting two battles.  You also didn't mention what your background and former work involved, so that factors into the choice of tools to use.    I would suggest looking at using C#/XNA 4.0, along with Riemer's tutorials.  I have moved on from doing C#/XNA, but it was good to learn game coding techniques, and you can explore both 2D and 3D programming.  C# is a good general purpose language, too, and while MS seems to not be supporting XNA in the future, it's still good to learn with.  C++ is a whole other kind of beast and learning it while learning game coding techniques is honestly just asking to fail.   Start out with a Hello World sort of 2D game -- my first game was a cannon, guided by the mouse, that shot a cannonball at a moving target.  Simple, but enough to get a handle on input, game logic, game loop, etc.  Text-based games aren't going to help, and something 3D is probably too much at this point, so a simple 2D game is a good start.  You could even do a Frogger clone with a reasonable amount of work.   truth be told, I am sick of XNA/C#. I just can't keep interest in them.
  9. I plan to get started, using SDL/OpenGL.   Theres only a small issue though.   There are so many extentions/acronyms, that I don't know what I need/what I don't need.   People have said GLUT, FreeGLUT, are old/not to be used, which are like a smaller SDL, with better OpenGL support, instead use GLEW, there is GLSL (which I know is a shading language, which I assume is very important).   Someone also mentioned GLFW.   Problem with a lot of the tutorials I'm coming across, all use freeglut.   So I have no problem getting started, I just don't know what the heck I need TO get started.
  10. DirectX is MS only, though Wine can offer emulation for other platforms. This is a pretty complicated field you are looking to get into. It's not overtly difficult, per se; there are areas of computing that are more challenging than game development. Nevertheless, you are going to have to learn to deal with some complexity. Google is your friend. For instance, if you used Google properly you would know that GLFW, FreeGLUT and SDL all fall into the category of abstraction frameworks that make it easier to create a window and initialize OpenGL, so you only need one of those; while GLSL stands for the GL Shading Language and is the language you would use to write shaders. Forgetting OpenGL altogether won't remove from you the need to understand a technical framework (trade the GL API for the Direct3D one, trade GLSL for HLSL). The other posters in this thread have offered some good advice: figure out what you want to do, then figure out the very simplest set of tools you need in order to accomplish it. Don't get overwhelmed worrying about all the latest 3- and 4- letter acronyms, the latest technologies, etc... Frameworks such as SDL and SFML offer abstractions so you don't have to worry (yet) about the deeper technical aspects of OpenGL or Direct3D. Move up to more advanced stuff once you have a good grasp of the basics. And understand that nobody on this forum or any other is going to solve your problem for you. No amount of forum posting or question asking is going to replace the simple acts of closing your web browser and opening your IDE and applying your brain to the active process of learning by doing.   that was...unnecessarily rude.
  11.   So I should forget OpenGL altogether?   I've been trying to figure out all of the crap I need to download aside from SDL for OpenGL.   I see a million things like FreeGLUT, GLFW, GLSL.   I figured DirectX was a microsoft only thing.
  12. And it doesn't help the only games I can think of making are 3D.   AKA big projects that I shouldn't be focusing on as someone who hasn't really programmed squat in the 4-5 years I have been on/off programming.
  13.   I want to make games too but you have to crawl before you walk, walk before you run, etc.   I have a LOT of books, a very good one in C++ Primer, but I get sick of reading so quick that I am not really going anywhere.
  14. Someone told me the order I should work on things is as follows:   1. c++ basics (types, functions, classes, pointers, includes <iostream> <fstream> <sstream> <stdio.h>) 2. sdl with the posted tutorial and/or sfml 3. opengl   thing is, i have no idea how to use those libraries. Letalone what programs to make using them.
  15. What I mean is, something that gives you exercises to practice specific aspects of a language? IE focusing on pointers, focusing on classes, focusing on polymorphism, etc? I have a million good resources to learn the stuff, I just have no idea how to practice using the stuff I'm learning in a sense.