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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.

Kuam

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  1. While I am not as experienced in programming as yourself, I would recommend creating a GDD (Game Design Document) first. This is not a 20 minute project as you may spend several hours or days on it. By writing down all of your ideas and concepts, to include details such as sounds, music, graphics you want to do, features of your game, skills that characters will use, settings, world maps/dungeons, and so on, you can have a clear idea of the project in front of you. Once this is complete, you have a road map to your entire project. Of course you can change things as you go along, but the framework is laid. At this point, you can now pick a reasonable spot to begin, such as developing the character and their skills, perhaps the progression system. For this, I'll leave it up to you and the advice of a more experience programmer in RPGs. However, as you begin, you can simply work from this GDD, and you will be able to "check off" things that you've completed and work in some sort of linear fashion, making sure you aren't forgetting anything and capturing all the content you want. Cheers. (I have a template of a GDD if you're interested)
  2. Hey everyone, Having some trouble with a particular part of code. I'm working on creating various classes for user-directed and automated sprite movement. I have created a class [i]Sprite[/i] that I'm working in. I have other classes [i]AutomatedSprite[/i] and [i]UserControlledSprite[/i]. I put the following code in my [i]Sprite[/i] class: [CODE] public abstract Vector2 direction { get; } [/CODE] I go on to define the [i]get [/i]in the above mentioned classes. However, when I try to compile, I get the error for this particular piece of code: [b]'AnimatedSprites.Sprite.direction.get' is abstract but it is contained in non-abstract class 'AnimatedSprites.Sprite'[/b] I'm working out of [u]Learning XNA 4.0[/u] and I thought I was supposed to put it in this class. I'm not sure where else to put it. I tried putting it in my first Game1.cs class, but that didn't work either. Stumped. Any help is appreciated. [b]EDIT:[/b] Figured it out. Missed where I needed to make the class Sprite abstract. I tried it, but I put the abstract on the wrong side of [i]class[/i] causing an error. Definitely kick the programmer on this one. I hope this helps someone else learn from my mistake.
  3. I am really enjoying [u]Microsoft XNA 4.0: Learn Programming Now[/u]. I'm about halfway through it, and I personally feel it has explained each step fairly well. I feel that I'm prepared to be able to code textures, sounds, input, and output, and there is still a lot left to go. I also used [u]Programming C# 3.0[/u] as a beginning guide to my C#. I went a couple hundred pages into the latter book until I was sure I had a basic understanding of C# before switching over to the XNA book. Because O'Reilly was offering buy one get one free ebook, I picked up the Head First C# book and another XNA book (I think its Programming XNA 3.0 or 4.0, not 100% sure and I'm not on my personal pc atm). I haven't cracked either one of these yet. Each have a couple errata, but for the most part they are pretty good, and I personally have found them helpful. Again, this is going to depend on your learning style and such. I'm sure more experienced members of the community will be able to give some other input as well. Good luck!
  4. I began a few weeks ago myself. I was planning to begin with C++, but some of my long-time programmer friends recommended I start with C#. I learned the basics of the language, then switched over to start learning XNA. The beauty of XNA, as I have discovered, is that GS 4.0 works right in C# Express 2010, so you can code in just C# or combine the two. If you have become familiar with the inner workings of C#, then you can probably utilize the myriad of tutorials found online to help you through XNA. However, if it is still unfamiliar to you, I highly recommend investing in actual books that take you step by step through the syntax and explain what each method and expression does as you learn pieces of a game bit by bit. I'm not sure of your experience level at this point, but if you have none, start with the good ole' "Hello World" and work from there (the first week or two is going to be pretty boring...real basic stuff...just focus on your future goals and remember each boring thing you learn is a piece of your eventual 2D game). Let me know if you are curious as to what books I used. Cheers!
  5. I definitely agree with the above statement. I thought that when I started learning C# and XNA (I am still new, I started a few weeks ago but am progressing at a decent rate) I could simply start with a "build this game" tutorial online and would understand how everything works in building a full program to start. I can assure you, it didn't work out that way. When they started implementing the various methods, classes, and subtle syntax to the language in the code, I could not understand why they wrote the code one way or another, which, for future game writing, is useless. I was merely copying code and not understanding it. However, I invested in some real, published books and not just tutorials on the web. I started with the infamous "Hello World" program and have progressed from that. I am now understanding how classes have pre-built methods that are utilized to perform various tasks. I'm still learning, and I'm movtivated to learn by my desire to eventually build a high speed 2-D, and hopefully a few months down the road 3-D, game. You will be much happier and productive if you take your time and put your dues in learning your language of choice from the ground up. A 3-year old learning a new language can't write a college level thesis, nor can we jump straight into the the meat and potatoes of programming without understand it. Good luck! Cheers
  6. I'm having trouble drawing images in my program. It is not a variable problem or syntax problem so I'm a little lost. To clarify, this is in XNA. I've added the image I want to use to the content (lets just call it Pic), have labeled Texture2D, and have tried to implement the image into my program with the following code: [source lang="csharp"]myTexture = Content.Load<Texture2D> ("Pic");[/source] I have also tried this.Content.Load<> In either case, when I compile the program it tells me that file "Pic" cannot be found. Not sure what I'm missing. I've followed a couple tutorials to a T and no matter which way I've done it, or that I've tried adding different picture files to Content, it cannot "find" the image. Any help is appreciated. EDIT: I wiped the file I was working with and tried with a fresh file, only inserting the applicable code. It worked...idk why it couldn't find my file before
  7. Hello everyone! I'm new to the gamedev community as well as programming. When I was younger, I spent a lot of time diving into MS BASIC and learning the fundamentals of programming in DOS 6. Recently I've decided to get back into it and learn a modern language. I was going to go for C++, but some lifetime programming friends suggested I jump into C# first and move around to other languages as necessary. I found that to really understand the raw concepts I had to invest in some books to help guide my through step by step concepts (I'm a visual learner and I can't "duplicate" code, except when there is a specific sequence of methods that do a particular action which I haven't learned yet. What I mean is that, in general, I [b]need[/b] to know why argumentX goes into methodY and why myVar is called here and there). Anyway, I've progressed fairly quickly through some books, and I'm currently practicing my XNA. I'm working through Microsoft's XNA Game Studio 4.0: Learn Programming Now. I'm asking the community if they have any knowledge of some really helpful beginner -> Intermediate books specifically on C# and XNA game development which you used. I am doing this as a hobby now (I'm in Afghanistan and while I am not doing my duty I am programming to pass the time), and perhaps when I return I'll complete my degree in this field. I have aspirations of a 3d, possibly multiplayer game in the future, but I am very aware I need to go through the steps to learn how the mechanics work. Once I work through collision, mapping, AI, and some basic graphics, I'll probably create a GDD for a basic 2D style RPG, which will be turn based or action based depending on whichever you all think would be easier for me to go through the first time. Sorry I wrote a whole lot...won't do that again LoL. Thanks.