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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. [quote name='yckx' timestamp='1329161839' post='4912699'] To be honest I'm not yet familiar enough with C# and Python to recommend one over the other. C# does have a more similar syntax to C++, but once you really have enough experience syntax tends to become less of a concern. I strongly encourage you to begin a programming blog. You can have one right here at GD.net, and many people do. Documenting your progress helps in many ways: putting what you learn into words helps to reinforce the concepts in your mind; discussing your ideas for games helps you to develop them, and gives others the opportunity to provide input, which may lead to improved ideas; it gives you something you can look back on over time and see just how far you've come, giving you a sense of accomplishment; and it allows others to see what you're doing, which can inspire them to begin or resume game programming, and possibly have their own blog, which serves to expand and improve the entire community. [/quote] Thanks a lot for all your helpful advice.
  2. [quote name='yckx' timestamp='1329001245' post='4912084'] I gues I could give some more immediately helpful advice ;) C++ is rarely, if ever, a good first language to learn. It's possible, and many have gone that route, but people tend to recommend Python or C#, and you can get some decent early results with either language. People often suggest starting with some simple text-mode games before moving on to shiny graphics: guess-the-number, is probably easiest and most common. Some people like to work their way up to a simple text-mode RPG. These programs help ensure you know the fundamentals of the language before tackling more complex problems. Once you make the jump to graphics, the recommended path is: Pong, Tetris, Pac-Man, then some knd of platformer. Pong is about as simple a graphical game can get, but still offers plenty of opportuniy to learn. Each game builds on concepts learned from the previous one and introduces new problems to solve and game elements to consider. Don't worry so much about making it "the right way." your focus should be on making it work. Nearly any chunk of code can be improved, and it's all too easy to fall into the trap of improving existing, working code rather than finishing the damn game. If you don't like the way you coded something or think there must be a better way, comment he he'll out of it so you can find it again after the game is finished and playable, and ask about it here. Apply what you learn to your next game. Applying it to your last game rarely grants any obvious reward. I would recommend sticking with 2D for a while. There is little if any real difference in the code, but 3D assets are more complicated than 2D assets (and generally take additional skills and software to create, although there are plenty available online if you can find something that suits your needs) and dealing with that added ccomplexity can distract you from where your focus should probably be. Elements of a game engine include audio, graphics, user input, AI, asset management, game logic, save/load system, physics, networking… There are other possible systems and not all those listed are needed in every game. Each of those is a complex subject in it's own right, as well as the task of integrating them into a cohesive whole. That should give you some stuff to think about and some direction, at least. Good luck and enjoy the ride. This hobby is both among the most frustrating and most satisfying experiences I've found ;) [/quote] Thanks so much for your big reply. I'm glad I could find the advice I needed, I think I'll create a free blog simply to track my own progress on. Maybe I'll post up my games as well. Hell maybe I'll get more support off that Thanks! Also, do you recommend C# over python because I plan to switch to C++ later?
  3. [quote name='yckx' timestamp='1328985780' post='4912008'] Honestly, if you're asking this question then you're not ready to write an engine. Don't worry about engines; write games. Once you get a few under your belt you'll begin to see parts that can be reused, bits that could be reused if they were coded a bit more generically, etc. Essentially your engine will grow and evolve over time from these bits. Without doing this you simply lack necessary experience to know how to approach things and what to avoid. [/quote] Thanks for the reply. I am learning C++ at the moment, do you suggest I make games in this language? I appreciate you taking the time to reply, I realize that I often thing bigger than realistic. I'll make a some small games (THAT FUNCTION!). Thanks.
  4. I'm wondering what the structure of a 3D game engine is. I can't seem to find any online resources whatsoever on the subject. If I play to write an engine, I [b]need [/b]to know what the structure of a good functioning engine is. And how it all works with each other and such. Thanks. EDIT: Also I've been looking into SDL and OpenGL but I have no idea how to implement them into or with an engine.
  5. [quote name='Hodgman' timestamp='1328664622' post='4910721'] To answer the original question, I'd- Save the map file in my "SourceArt" directory. Export the map as COLLADA in my "Export" directory. Write a content build pipeline that reads intermediate data from the "Export" folder and compiles it into game-read binary data into a "Data" folder. Write a game that loads the data from the "Data" folder. [/quote] Thank you very much for your reply. Very useful information/advice.
  6. [quote name='menyo' timestamp='1328560554' post='4910280'] Then you should learn d3d or opengl.... But i would really advice you to pickup a library like sdl to speed up work and stop wasting time making your own libraries and engines. If your new to programming i would advice you to stay away from C++, get into C# it's a much easier language. You would not need C++ for many years and it's much faster to learn. If you are just started learning C++ then prepare for a long long journey till you can get that plane to show up on screen. While you could get C# and XNA and start flying/walking around in a matter of hours (with some experience and a tutorial). When you know C#, you should get into C++ without much problems but C++ is a hard language and really not suited for beginners. [/quote] I was looking into SDL but I didn't find any books on it where I went looking (I'll have to find one somewhere..). For making a industrial quality First Person Shooter (for Computers/Online), how does C# compare to C++ in that aspect? I am willing to put in the time and money to learn C++ if it's what I need to do (as well as SDL and OpenGL). I hope to have [b]something[/b] in a year and a half (when I graduate high school). I am not going into this as a 'profession' (please don't suggest schooling for Game Development). Something being something I can bring online that's playable. Or even something only suitable to bring online locally and at least be able to do some basic things like shoot and run and such (basically a functioning game--or close to a functioning game but without any fine tuning). Thanks. Also, I have dabbled around some programming and the idea of creating a game for a few years now so I have [b]a little[/b] experience (and now an expensive book on learning C++).
  7. [quote name='menyo' timestamp='1328554866' post='4910247'] Well you should learn how to program.... Seriously, what language are you using? You could just upload this in UDK and start walking around on your plane in a view minutes.... You might want to look at some skyboxes and how they are implemented. [/quote] Hmm, thanks for the reply. Sorry I may not have given as much information as I should have. I am currently learning C++ but I don't want to be using other game engines and kits and such.
  8. Okay so I was wondering... Say I have a map created in 3ds max already (technically speaking I do, a plane with a grass texture--nothing else). What can I do for the next step? *Also, what do I need to do for boundaries? Like should I create 5 planes around the base plane and texture it with a sky texture?* Rather than focus on improving the map, I'd rather like to start on the engine and such. My big question is [b]HOW[/b] can I get from here, to having a model in the map (assuming I create animation in MotionBuilder for walking) and be able to walk around with it from a first person perspective? This would help a LOT. Thanks in advance.
  9. I was wondering if I could create maps for my FPS (First Person Shooter) in 3ds max, and if so, how far could I go with 3ds Max alone without using any additional resource? I am creating my game all from scratch. ALL of it. So I assume creating whole maps (not including extras such as spawn points or ammo or whatever else) in 3ds Max IS possible. I'll need to write a map editor but mainly, am I able to model the whole thing in 3ds Max (again, not including any extras) and import it to my map editor? Thanks in advance. Edit: Also, if writing my own editor sounds like an idea that will work. What would you suggest I write it in? I am going to pick up some programming books tomorrow, one of which includes C++ (what I will hope to write my game engine in).