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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.

zee_ola05

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  1. Since this is related, I'd like to share the process we adapted in my previous work - Git Flow. This is a nice model to follow if we want our master/develop branch to be always working. It is pretty simple too.   http://nvie.com/posts/a-successful-git-branching-model/
  2. Yes, Interface. :)
  3. You want to finish a game all by yourself with Unity? You will definitely have to learn how to code. Unity offers a great set of tools but you have to code to put them all together. If you're using GameMaker, then you probably won't need to code. But with Unity, I'm almost sure you will need it.
  4.   What do you call Can't we call this refactoring too?   And I agree, we should refactor aggressively.   Redesign, maybe? I'm asking because I usually misuse the word "refactor" too.
  5.   What do you call Can't we call this refactoring too?   And I agree, we should refactor aggressively. :)
  6. Most people don't know what to do with their life at age 17. You are perfectly fine.   I suggest you start with PlayMaker so you could have an idea of how game logic works. I started with this too. It was an all nighter very small project but I really learned a lot from it. After you get that motivation from PlayMaker, start learning a programming language. I suggest C#. Create TicTocToe text-based game. Then from there, you can start figuring out what next "simple" game you can make. Start small, and finish every project. After you have, maybe, like 3 text-based games done, try making a 2D game. You can convert your text-based games into 2D if you want. I can keep going but you probably won't follow every step anyway so....
  7. For a beginner, just follow an online tutorial. Like what @Kilabit said, you just need to write code. I usually just use books as reference to look up some stuff I don't understand. Or when I do have a lot of time, that's when I sit down and dig deep on the concepts. Most of the time, I don't use books. I just google my immediate needs. That is enough most of the time. Bottom line, follow an online tutorial.
  8. What is your end goal? Are you just a hobbyist game developer or are you planning to break into the Industry in the future? If you're a hobbyist then I think you really need to be a good programmer, as you are the all around guy. If you want to break into the industry, what position are you thinking? A game designer, level designer doesn't really need intensive programming skills. You just need to have good imagination and familiarization with the tools. But if you want to do gameplay, you will need programming.   As to what language, for a beginner, I would suggest C#. Then play with Unity. As a beginner, you probably won't need a license for Unity. Unity Free version would definitely be enough to get you going. C++ is rather a difficult language. It is nice to dig deep into that when you are comfortable with programming.
  9. This is an awesome recap! I froze after you mentioned $10k worth of software for a SINGLE computer. I just started working here in the US (I was from a third world country that pays $500/month for a game developer) to start saving for my future company. Now that you mentioned all those expenses I wonder when will I ever save enough. That is depressing. :(
  10. I felt that same way too when I was reading C++ Primer 5th edition. It is a long book, and you can't read it straight and master it in one run. Forget about finishing the book. Use it as a reference. Go ahead and pick a Game Framework/Engine (I suggest cocos2d-x). As you learn cocos2d-x, look at other people's examples, you'll eventually learn C++. This way, you get to make the game that you want and learn C++ (and the engine) at the same time. Now, if you feel confused about the code, that's when you pick up your book. I'm assuming you already got some programming experience, so it wouldn't be too difficult for you to try this process.   I find this learning process very effective. Because you get to see results, keeping you motivated.
  11. Goodluck, sir! I am also dreaming of having my own gamedev studio. Reading your article scared and inspired me a lot. I hope everything works well for you and your company!
  12. If you already have a software engineering career, you don't really need a game dev degree. And most people I know in the industry doesn't have a game dev degree either. I think what you need to break into the industry is portfolio. Maybe it is about time you look into engines like Unity, Unreal, etc. and make some game out of it. The industry rely on game engines. And familiarity on those is really a plus. For me, I think you already have the right foundations for a game programmer. You just need to show some outputs. Good luck! :)
  13. You can even use a 3D object as a button and use it's mesh to check the bounds.
  14. Designing your code is the hardest part for me too. I usually already know how to implement the logic of the game I wanted but I couldn't start because I can't decide on how to design the bigger picture.   One design pattern that I started embracing is the Entity-Component (System) pattern. I find it easier to start coding without thinking too much about the design with this pattern. I can start writing independent components and then piece them together later. Sometimes, you just have to code all the necessary components first (make dependencies minimal) before you can have the general idea for your overall code. Idk if I'm making sense, I suck at explanations.
  15. I suggest you research first on Game Frameworks/Engines that will accommodate your needs. Then choose whatever language that engine requires.   For 2d, I can suggest cocos2d-x and use C++ (cocos2d-x uses Javascript/C++/Lua/etc). Unity has fairly new 2d system and I also highly suggest it, use C# (Unity uses Javascript/C#/Boo). These 2 are the most popular for Mobile game industry, IMHO.   Now, if you don't want to use any engine or tools and want to learn all the hard work, maybe you can start with C/C++ and learn OpenGL to do the rendering. I suggest OpenGL because it is cross-platform but that is a different thread.   But I say go use a framework/engine for now because you're a beginner. Try to learn with the bigger picture and delve deep later. This will make you do more (games!) and keeps you motivated. I think used GameMaker for my very first game, and I learned a lot from that experience.