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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 Dreamcube017

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  1. A tip with learning code (be it C++ or anything) I found this out the hard way and by someone telling me here as well... don't start learning the code thinking (what will I write to make THIS happen?) because if you think like that, you'll always be getting ahead of yourself and get quickly bored of the things the lessons are having you do. Even now, I want to a really cool rhythm game also a 3D world with lots of ambience, post-proccessing effects, bright shaders, wonderful physics and water dynamics, all sorrts of interactive sounds including different reverbs on things and such. I konw there are APIs to do this, I just have NO IDEA how to implement them. So until then, I will have to be happy with my simple DOS based math program that I created that crashes if you write in anything but numbers. I'm using C# as it's easier and a lot of the APIs and engines work with C# as well so when I DO get passed the basics, I will be able to do that cool stuff. Oh ... uh... you can also TRY Quest3D... but be warned, the price tag is something fierce. www.act3d.com
  2. Ah well it looks like you're right about where I am. Hmm... You can try Unity 3D. It doesn't have all the super sparkly features like shaders and stuff, but it is farely easy to use and is free as well. It uses Java I think. I've just begun to start with it. If you wanna get more advanced so you can take advantage of all the "sparkly features" like shaders, dynamic shadows, multiple reverb sound environments and all that stuff I know there are a lot of APIs... but I'd usggest learning C# or C++. I hear C# is easier. Like I said, I am about where you are in the game creation phase. I'm pretty good with a 3D app called Carrara and I create sound effects and music pretty well too but am not very good at coding so those are what I am looking into. I'd say if you want to jump right into the game aspects, try Unity and if you want to really go deep and do some advanced things, start learning C# or C++. I found a really nice set of lessons for C# that not only tells you what to do, but explains all the different aspects so you know what and why you're writing things. Links. For Unity 3D http://unity3d.com/ For learning C# http://www.functionx.com/csharp/ There are some other game engines as well. A7 offers a free one that uses a language called Lite C and it has a few more features than Unity does although Unity supports online publishing. A7 game engine: http://www.3dgamestudio.com/ I've never used that though. I hope that helps. Who knows, maybe we can help each other out. EDIT: I just looked at that http://www.functionx.com and it has lessons not only for C#, but also C++, Java, and J# and I'm sure there are other things it teaches as well.
  3. Hmm... I could gargue and say that FMOD was used SOMEWHERE in Guitar Hero (it says so on the FMOD page.) and I could also argue that I am actually in training (very near the end of training) to become a sound engineer and am already a sound designer... but those really aren't the point and you make a lot more sense than my arguments hold up. So I suppose I'll start with C#... ...however... I was on the A7 game engine site and they have a free version that uses Lite C for beginners. Would that help or would I just be crippling myself in the end? Meh, oh well, back to Square 4 (squares 1, 2, and 3 being finding an IDE and a nice set of tutorials for C#) Thanks for all your help guys.
  4. Hm ok. I first tried to do this with Dark GDK which LOOKED simple enough, but I was still confused on some things. I'm using Visual Studio 2008. Is there a better one? (doubts it as that seems to be one of the best... or that's what all the lesson things reccomend) I'm having a hard time picking between C# and C++ because I konw C# is easier but I konw a lot of the really nice game engines and APIs were originally written in C++ and I have no idea how to use them with C#. (Example FMOD is wonderful but only really for C++. They say there's a C# one but there's NO documentation AT ALL and I have no idea how to make it work in C#.) Does anyone have any suggestions in which one I should use and suggestions on any books or websites have really good learning paths for learning either of these languages? Thanks.
  5. Hi everyone. I'm pretty new here but I've been looking into game creation for a while. I'll admit, I don't know very much code. I've played around in both C# and C++ and C# seems nicer but I always run into the problem of not knowing what and when to write things. Do you think it's possible to learn to code as I try to create a game? I want to create a rhythm game like Guitar Hero or Amplitude. I'd also like to create an environment. When I say that, I just mean a world that you can walk around in with sounds and things. I found this engine called Quest3D www.quest3d.com which is GREAT because it uses a visual coding language so I still have to figure out the logic behind the game, but I don't have to worry about what to write and try to hunt for that missed semicolin on line 263. I was looking at this until I saw the price (over 600 dollars for the basic version... ouch) So now I'm back to square one I guess. Do you think there's a program that can somehow convert the APIs of text based coding languages into a visual node based language or should I just shut all ideas of creating anything down until I sit through a C#(or C++ 101 book)? Sorry if I just sound like a lazy person who doesn't want to learn any code, but I really have tried to take the time and learn, but I have to say it's not gotten me very far. (It took and friend and I around 4+ hours to get ONE SIMPLE SOUND to play using the FMOD API and it turns out that it was because of something like a missing quote or something.) <-- is more of a level and sound designer than programmer-- Thanks in advance for replying.
  6. Unity

    Wow I never knew there were so many engines. I was about to suggest Quest3D until I saw the price which is really unfortunate because it really is a nice program.