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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.

wyleong

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  1. Hi everyone,   I made a game development blog and I thought I'd come here to share it for like-minded people. I am a web developer (javascript,CSS) with almost no experience in game programming (C++). I decided to get started in game development, so I started the blog as a motivation to track my progress.   I would appreciate comments on how to improve my blog articles, and I hope that those are just starting out would benefit from it. Thank you everyone!   The website is here: http://ivygames.wordpress.com/
  2. Hi everyone, I'm new here and I just thought of chipping in (hopefully it's relevant to this thread). I started game programming 2 years back, using C# + XNA and a sample game as a template. I was able to complete a presentable game within 6 months (just in time for my final year project's demo), and I surprised myself for being able to code a working game for the first time using a new language (I have been using vb.net and php until I decided to make a game for my FYP). The thing was, using the sample game as a base/skeleton, I was able to complete a working engine (although 80% of the engine was already in the sample) and get to game programming after 2 months. Then this year I decided to torture myself into picking up C++ and SDL because I somehow I developed the impression that "C++ is raw and fastest compared to other languages". I experienced a month-long nightmare of code troubleshooting and researching coding techniques and realized that all the codes I wrote in C# were rather unsafe and messy. I had taken advantage of the convenience of some features that C# had that made programming easier. When I jumped into C++, I was scratching my head figuring out what the hell function pointers were and why there were so many invalid syntax in my codes. I guess I'm slowly moving into the "C++ isn't that bad, what do you mean?" phase because I'm starting to pick up on things I otherwise wouldn't have learned from using C#. However, I started to think to myself, was it really worth all that trouble? Would it have been better to stay oblivious of what goes on in the lower level as long as the newer languages "does all those stuff in the background for you" while giving you the chance to develop a game rapidly? Or would pushing forward into C++ programming make me learn on aspects that I wouldn't have normally learned while doing C#, but could somehow come in handy when I finally switch back to it? I'm placing my bet on sticking with C++ for now. In response to the OP's first post, I've always thought of game engines as a set of libraries (wheels/levers/buttons/wings) which you can piece together with your own code (wood/metal/glass/stone) to make something new. While engines provide an easy way for programmers to piece together larger things, I'm the type who doesn't like to use things I'm not too familiar with, and thus I tend to attempt to reinvent the wheel just to see if my version of the wheel works the same as the conventional ones. I'm torn between rapid application developing and writing codes from scratch at my own pace. Sort of like "Naw I don't like these Lego blocks. I'm gonna make my own blocks and build stuff with them. They'll probably look and feel like Lego blocks, but at least I know I made them the way I wanted it". So to answer your topic question, imho, I'd rather write my own engine but I know in the end, I'll eventually have to rely on engines written by people who know better than me. Considering this subforum is "For Beginners", perhaps I should post this in a new topic but I thought this could also fit in here. I apologize in advance if I've posted this in the wrong place.