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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. Imo (overly simplified) a platformer is no diferent than any other game. Is just the way you present your game that changes. More specifically, you are dealing with colision detection, you are dealing with rendering and probably some sort of AI plus a lot of other systems that in one way or another are present in any game (not including text adventures). If you stop to think about many of the games that are out today the basics for doing them is the same. The way the gameloop is structured wont change much for any real time simulation applications. (either be a platformer, an rts, a top down shooter or w.e.), of course not considering multiplayer. Even turn based games can be included here, since the "simulation" is running real time on your computer. The point im trying to make is, you need to understand that games are structured in a similar way. (of course im focusing on the programming part of it since you said about computer science). Im leaving the whole artistic side of things away from this discussion. My 2 cents
  2. Keeping in the format of the OP. Idea : Top down action shooter with a scrolling field. How far it went : I completed !!! Evolved : It was like i wondered. Lessons : soo many to point it out. How it would be now : Like the game but with more stuff. And probably isometric. Some footage of the game. [media]http://www.youtube.com/watch?v=6_PymiI5L68[/media]
  3. Just created an acc to reply for you jabjab. Last year i was in the same place you are right now. Almost the same skillset that you have, and no idea how to program or something. (in case you are wondering im 29 atm) After 1 year of hard work and all, im pretty happy atm with the work. Learning programing IS hard if u dont have a background in it, and no one to help you out. Cant stress this enough. Sure theres a ton of tutorials about everything, but when you start you dont even know how to ask the questions in a "programatic" way in order to get the response you want. And you will have a LOT of questions. Many many ppl cant put themselfs in a "noob" place in order to understand why you cant understand something. Like teaching, no matter what the subject it is, teaching is hard. That beeing said, 6-9 hours week to learn how to program...if you dont have anyone to help you, im sry but it will take a LONG time. And more specifically more time to learn game programing, and all its subtopics in order to make a game. (from graphics, to collision, to ai...). When you understand how the inner workings of programing works you start to like it more and more. You wont like it at first, cause u will hit ur head into a wall EVERYDAY, and everytime you try to do something. About the bussiness side of things, and the indie gaming: Sure its cool to think that you can make it on the indie side of things, but it is HARD. After you make your game, you need to sell it. To sell it, you need market, you need to know ppl. Look at angry birds...and all the AAA´s atm in the market. Like you said "I've grown tired of a lot of what comes out now.", theres a reason why they keep doing it. Because the marketing and publishing side of things work. When you dont have a huge budget, making it by yourself is MAD hard. And im talking truth about doing it indie, you need to pay bills, raise your family and all that. I have to disagree with Acharis on some of the points he made. Money IS important. Thats a final. Sure graphics, design (in all the levels of it), expressing yourself in your art, developing some crazy programing algorithm, optimizing, music, sound fx and all that makes for a [b][i]healthy development[/i][/b], but money is part of it also. The half part of what he said holds tho, you will probably earn less than what you can in other jobs. Apart from the cold shower here, it is mad fun, and can be extremely rewarding in diferent levels. And hey, programing is something that you will use for sure. Even if not for making games, but beeing a tech savy artist is VERY precious. Thats my experience in trying to break into the game developing world. Hope it helps.