• Announcements

    • khawk

      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.

lizardpunch

Members
  • Content count

    3
  • Joined

  • Last visited

Community Reputation

100 Neutral

About lizardpunch

  • Rank
    Newbie

Personal Information

  • Location
    The Interwebz
  1. Is SDL code for Windows the same as SDL code for Linux? I prefer to develop under Linux, but I understand that eventually I will be making games for Windows.
  2. There are two schools of thought here: The first is that you should grab a book and start reading. This may be monotonous and boring at times, but you get a ton of information and sometimes the author will mention corner cases that you wouldn't have thought of. The second school of thought is that you should just start programming and learn about the language as you go. Personally I think the best way to learn a language is a mix of the two. I recommend you check out that book [url="http://www.acceleratedcpp.com/"]Accelerated C++[/url], it's not too boring because the learning curve is a lot greater than most intro books. I find that this usually holds my interested better. As you read through the book, break out your IDE and start hacking on whatever little ideas come to you. Too much reading and not enough programming never helped anyone. Similarly, too much programming and not enough reading will leave you with errors that you don't understand.
  3. I'm starting to learn C with plans to eventually start programming some games. I have background experience in Python and Java so I decided to go with K&R for learning purposes. I heard it's a great book and a better language introductory has never been written. This, in addition to providing a number of exercises, made K&R seem like a solid choice. How much C is enough to start programming games, though? Will finishing this book leave me with enough know-how to start working on something simple (say, a breakout clone)? Should I pick through a book on algorithms and data structures or, perhaps, a more advanced C book before moving on? [i]NOTE: Yes, I know C++ is more popular for game development. Yes, I'm well aware that Python and C# are easier languages to learn. Yes, I'm going to stick with C. Comments concerning the previous statements will be ignored. Cheers![/i]