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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.

Creslin

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  1. Here's my feelings on this... I basically learned programming in college, and they taught C first and then C++. I remember having a real hard time dealing with concepts like pointers, memory allocation, making data structures like linked lists, etc. But I think learning it gave me an edge over a lot of people. It just gives you a more intimate understanding of how things actually work "inside" your computer, and even if you wind up coding in C# or something else where you don't need to worry about pointers and memory addresses...that knowledge will help you. That said, I'm not sure if I would have successfully learned C or C++ as my first languages without the pressure of a university grade on me and the resources of the university to help. It really [i]can[/i] be frustrating at times. In the end, I would say give it a shot if you want, but if you find yourself struggling with pointers to the point where you want to quit, then you may want to mess with C# just to get your confidence back. Trust me, after you deal with C++, C# will be a walk in the park !
  2. [quote name='Jarwulf' timestamp='1335080503' post='4933731'] COD/Battlefield is just a dumb shooter with scarcely more complexity than Doom or wolfenstein but that is part of why it is popular. Not to many people want to bother to develop an appreciation for more complex titles. [/quote] Gonna have to disagree with this. The single player gameplay in Doom and Wolfenstein revolved around just finding keys to unlock doors and eventually get to the end of the level while killing bad guys all along...pretty simple. And the multiplayer in Doom (2?) was simple as well, it was basically just death match...kill the other guy more than he kills you. BF on the other hand has: 1. Tons of rideable vehicles offering totally different gameplay experiences such as helicopters, planes, tanks, jeeps, artillery, and anti-air. You could also consider these vehicles games in and of themselves. And both BF and CoD have: 1. Lots of different multiplayer options and game types. 2. Scripted story driven campaigns. 3. Leveling up systems in multiplayer and stat-tracking. Soooo...I know that a lot people have issues with the lack of innovation in recent CoD and BF titles, and there is definitely a good argument for this. But to say that the CoD and BF franchises are as simple as Doom and Wolfenstein is ridiculous.
  3. [quote name='ranakor' timestamp='1334965598' post='4933397'] [quote name='Creslin' timestamp='1334936836' post='4933255'] [quote name='jischneider' timestamp='1334890451' post='4933044'] I agreed. Unity3D and (why not?) Unreal SDK are good start points. Both have good video tutorials and Unity has the C# plus. [url="http://www.digitaltutors.com/training/unity-tutorials"]http://www.digitaltu...unity-tutorials[/url] [/quote] Thanks for the link, looks like there is a lot of good stuff on there and their prices are reasonable. For now, I'm reading the Unity 3.x Game Development Essentials book and enjoying it so far. One question though... My eventual goal (for now) is to create a 2D isometric action RPG with sprite assets. I have read that Unity is quite capable of making 2D asset games if you use the orthographic camera, but I haven't been able to find a really good example of an 2D isometric perspective game made with Unity, so I'm just a little leery. Does anyone here know if Unity is a good engine for making such a game? [/quote] While it's not isometric, simply angled view, unity comes with a default project named angrybots that will open the first time you open unity, may want to DL unity and check that out. [/quote] Yah I did check out Angry Bots, and it is very similar to the perspective I am going for, but it uses 3D assets. I'm looking to make a game that uses 2D assets (sprites). Because my artist buddy and I are making it together, but he's not familiar with 3D modeling, so I thought we would try a 2D game first. I dunno though, I'm loving Unity so much...it makes 3D so easy that I may try to convince him to learn 3D modeling .
  4. [quote name='jischneider' timestamp='1334890451' post='4933044'] I agreed. Unity3D and (why not?) Unreal SDK are good start points. Both have good video tutorials and Unity has the C# plus. [url="http://www.digitaltutors.com/training/unity-tutorials"]http://www.digitaltu...unity-tutorials[/url] [/quote] Thanks for the link, looks like there is a lot of good stuff on there and their prices are reasonable. For now, I'm reading the Unity 3.x Game Development Essentials book and enjoying it so far. One question though... My eventual goal (for now) is to create a 2D isometric action RPG with sprite assets. I have read that Unity is quite capable of making 2D asset games if you use the orthographic camera, but I haven't been able to find a really good example of an 2D isometric perspective game made with Unity, so I'm just a little leery. Does anyone here know if Unity is a good engine for making such a game?
  5. [quote name='swiftcoder' timestamp='1334871037' post='4932962'] [quote name='Creslin' timestamp='1334870645' post='4932961'] 2. Game engine design. I could really just use some general, theoretical help on "best practices" when it comes to building (mainly 2D) game engines. When I try to do this myself, I wind up mired in so many different possible decisions that I just don't know what I should do. Like... How do I organize all of my objects? Should the "player" object inherit from the "enemy" object? What kind of data structures do I store my world data in? Should I use a massive 2D array for the entire world? A list of 2D arrays to represent zones? So many questions...[/quote] So don't work from scratch. Pick up an existing engine, and work with that for a while, at least till you have a general feel for how game development should work. You are good at C#, so why not take a look at [url="http://unity3d.com/"]Unity[/url]? (hint: it's a dream to work with) [/quote] Thanks for the tip! I'm downloading it now, looks exciting !
  6. Hey Everyone! I recently decided to take up game development as a hobby. So far, I've been able to learn a lot from online tutorials and an XNA book that I bought (XNA by example), but there's just so many choices to make regarding what books to buy or what tutorials to invest time in, that I really feel like I need some advice on my direction! Basically, what I'm hoping for in this post is that one of you wonderful experienced game devs will just point me in the right direction of some books that you feel are really good, or tutorials that you think could help me. I would be very grateful for any kind of help here . Anyway, I realize that you won't be able to give me any direction if you don't know where I'm coming from and what I want to do...so without further ado, here is my background info: [b]My goals: [/b] I want to eventually be able to make really fun, really unique games that I could potentially sell on a digital distribution platform like Steam or XBLA. I realize this is a long way off...but it's just what I'm shooting for . [b]My knowledge/skills:[/b] 1. BS in Computer Science, so I have a good working knowledge of general programming concepts like memory management, data structures, control structures, object oriented design, etc. 2. Very good at C#. I work with it frequently at my day job. 3. Decent but rusty at C++. I just haven't worked with it in a while, but I'm sure I could pick up all of that wonderful pointer nonsense again in short order if I tried ;). 4. Beginner level knowledge at XNA. I'm reading/coding through an XNA book now, and I've done a lot of tutorials around the net. I know the basic concepts of how it works, but still have a lot to learn. [b]Where I feel I'm lacking:[/b] 1. Basic game programming concepts. Most of this is new to me. I understand how to program, but I'm not familiar with common game programming tasks like translating "screen space" to "world space" or collision detection. 2. Game engine design. I could really just use some general, theoretical help on "best practices" when it comes to building (mainly 2D) game engines. When I try to do this myself, I wind up mired in so many different possible decisions that I just don't know what I should do. Like... How do I organize all of my objects? Should the "player" object inherit from the "enemy" object? What kind of data structures do I store my world data in? Should I use a massive 2D array for the entire world? A list of 2D arrays to represent zones? So many questions... So anyway that's where I am now, and I could really use some advice on what I should be studying. I hate spending days on a book or tutorial to only realize it was a waste of time. So thank you all so much in advance for any advice you give!