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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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  1. I don't know at what point something here will really stick out for the OP, or at what point all this will become INFORMATION OVERLOAD. What I do know is that there has been alot of good advice, and a bit of not so good advice, but this post seems more like a cry for reassurance, something that many, if not all of us, had before we started "making games" That is something everyone here CAN and SHOULD give you. With realism thrown in, of course, but here's the truth of the matter in game development: 1. EVERYONE here has a passion for games. Mostly, some stage and form of developing them. That being said, everything begins with... 1.a IDEAS IDEAS, PASSIONATE, EXCITED, IDEAS. 2. You have an idea and a desire to make a great game. The first step, which you probably have by this point, is start small to learn. 3. FIND YOUR NICHE. What about the games stimulates you? Do you have a desire to create beautiful things that will make a game (graphically) what it is? Does the art inspire you? Maybe you want to bring things to life. Programming is a safe bet if you do, because, for 2D games especially, there is art available, even just stock graphics, that can give you some gratification without hiring an artist. 4. Prepare for some form of burnout. This is important, because as you learn everything that goes into making a game, you will inevitably become overwhelmed with something at some point. This adheres to the Rome wasn't built in a day. Imagine if one man decided to build Rome himself... he might get as far as getting the tools and supplies, and even erecting a building before realizing... HOLY SH** I'M TRYING TO BUILD A CITY. You will learn about the process, and it can be very overstimulating, but with lots of experience, you will learn to pace yourself and prepare. Don't give up. 5. Yes, choose your tools wisely. I will not go into this here, there are many other posts on this, and it sounds like you have some idea anyway. I would say using Gamemaker or the like to prototype at least is a safe bet, because it provides quicker gratification than, say, C++ could afford you. That being said, I doff my cap to everyone who insists on learning things like C++ first and only, as I know a good many of those people who suceeded. 6. Yes, you can make a game by yourself. What kind and how big, I truly belive that is best left for you to decide by just doing it. You will quickly learn what your limitations are, much more quickly than for you to digest all the pages we here at Gamedev have written. GOOD LUCK WITH CAPITAL LETTERS!!!
  2. I knew there were nuances that were not crystal clear at first glance... Thank you everyone very much for sharing your wisdom.
  3. Thanks Durakken, that really clears it up. I appreciate it.
  4. For loops I understand perfectly. The problem I have is more in scripting engines. When I'm doing framework programming in C++, the difference between if/while is clear. But in engines that have a single update state, which is updated once per frame, then if does the same thing under a condition. For instance, say I want there to be an action when a player is standing on a trigger. If I use 'If' conditionals, the action will happen every frame, because the update function will evaluate that I am still on the trigger. The same happens with a wile function, like so: // Psuedo code (this is updated once per frame) if(collision with trigger) { ResultingAction(); } OR while Collision { Resulting Action }
  5. Signed sealed and delivered.
  6. I have been teaching myself programming off and on for a few years now, and I am beyond beginner status in many ways, but I seemed to have missed something very important in my teaching. What is the benefit of using if conditionals instead of while? What I mean to say is, what is the difference, beyond the ability to use multiple break conditions in while statements? I always use if, but a great deal of example code I find, especially in scripting, uses while commands. Can someone explain to me the pros and cons? I am doing really well in my scripting, I have made some advanced scripts for my game betas and demos, but I need to know this. I have implemented both types of conditionals, but I really want to know the nuances of the variations. Thank you guys! (and gals).
  7. I personally love debugging. Good challenge, and it's impossible to code without having to do it at some point. Conversely, as Serapth said, there's nothing like getting your paws on some nice, clean, working code.
  8. Unity

    [quote name='JBourrie' timestamp='1307000691' post='4818564'] For Unity, I would suggest just downloading it and going through a few of the tutorials. After an hour of tutorials, you will be able to answer more questions than hours of asking on this forum. [/quote] I agree in general, but I would also like to add that the three tutorials Unity offers leave a lot of blanks. There are a couple of [i]excellent[/i] Unity tutorial books out there. One of my favorites is this one: http://www.gamedev.net/page/books/index.html/_/programming-1/game-programming-9/game-engines-41/unity-game-development-essentials-r772. It is called "Unity Game Development Essentials by Will Goldstone.
  9. Thank you, thank you, and thank you!
  10. I have seen some references in coding books and forum posts to interpolation coding. What exactly is interpolation, and how does it apply to programming?
  11. Could probably move this to Help Wanted.
  12. Unity

    Scripts in Unity and UDK are processed directly by the IDE; just like any other programming environment. The difference is the environment itself. Yes, you have control over user input, but the graphics, sound, and input framework are set up by the engine, so you don't have to do alot of pointless initilization. Does that answer your question?
  13. I read a book called [i]Masters of Doom[/i]. That's the kind of game development environment I wish we still had. With the recent influx of mobile and web development though, my confidence is restored slightly. Garage devs with big dreams will always find a way, and those same fans will keep buying.
  14. If you have little or no programming experience, my suggestion is to try RPG Maker. Trial edition lasts 30 days, I believe, but the software isn't horribly expensive if memory serves. Here's why I recommend that particular engine: It is already programmed according to your needs. It is also [i]great[/i] for getting used to the game development loop. variables, timers, the game flow, and branch events are all at your fingertips with no programming necessary. And of course, the ability to script in Ruby is possible later on. The possibilities to create some very intricate gameplay situations rather quickly and just get the feel of how the gameplay flow works was one of the most valuable experiences in my path to game development. And I'm still a noob. But it is amazing. Good luck with whatever you choose.
  15. [quote name='OtherWorldCreator' timestamp='1303757687' post='4802762'] Hello, I appreciate you taking time out to respond to my post. However, your negativity is not welcome. If you were not some kind of video game programmer and you had an idea for a game, but not a computer or the means to develop it, what would you do? No need for trying to shatter dreams. Geesh! [/quote] You have to understand. These are people who know what they're talking about. Video game development and publishing is a Hollywood, and you can't walk into 'Hollywood' and say "Hi Steven Spielberg, I have a great idea for a movie, you should make it and put Tom Cruise and Julia Roberts in lead roles. But I want to give input and get money, because it's my idea". It just doesn't happen. If you think about it, video games are easier to break into than movie making. Independant developers have always been a breed of nerd-geeks who had a passion and an IDEA to bring to life. If you have a laptop, the internet, and a library, you CAN make games, they've been doing it since Doom. It's not easy. It can be downright discouraging. But if you really do have faith in your idea, then we are here to tell you, you CAN see it to frutition. Stop getting defensive and get a work ethic.