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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.

Wackidev

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  1. [quote name='DevLiquidKnight' timestamp='1341536251' post='4956168'] Not if your going to do a career in it as he said. [/quote] Once again we have interpreted him differently. I took "career" more generally. [quote name='DevLiquidKnight' timestamp='1341536251' post='4956168'] It is to an extent, when you considering everything is basically already implemented for you in C#, and more so in Python. I didn't recommend he code an MMO, instead of hello world, I recommended he stick to what he already has experience with. That is not to say you cannot learn in those languages, you can, but you will be missing the finer details. [/quote] Everything already implemented? If you're referencing the standard/.NET libraries: true, many low-level tasks are abstracted to save you from "reinventing the wheel", so to speak. But if he wants to write a web scraper, should he really be initiating the socket connection and parsing HTTP to do so? As to missing the finer details: If you're referring to pointers/memory management/low-level programming stuff in general, then yes, he will be missing it [b]at first[/b]. I'm not objecting to his learning low-level languages down the road. I'm just suggesting they may not be ideal at first.
  2. [quote name='DevLiquidKnight' timestamp='1341534803' post='4956162'] I disagree, if he already knows basic C++ it would be unwise to switch. Just stick with what you know, C++ may be harder but if your going to have to learn it anyways, and already know some of it, its more of a pain to switch. It is basically a waste of time to go learn something else just because people say its "easier." Any language is easy if you work hard enough, quit being lazy and put in some hard work. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] [/quote] I think we have gauged his skill level differently. I got the impression that he's just starting to look into game development and hasn't really made a commitment to C++ or coded more than a few console tests. (He says a guessing game is "within his capabilities", not that he's done one yet.) As to needing to learn C++ anyway: not necessarily. There are plenty of libraries and platforms that can be used to develop games that don't use C++. In any case, learning C++ first is probably not the best way; I'd recommend a more gentle introduction. Learning C# or Python first is not being "lazy." We don't start our careers coding MMOs, we code "hello, world."
  3. As dkrogmann suggested, C++ is probably not the best choice for your first endeavors in programming. Perhaps try something easier, like Python or maybe C#. If you search the forums for "C++ first language" you'll turn up a lot of reasons why. I recommend [url="http://python.org"]Python[/url] and [url="http://pygame.org"]Pygame[/url]. It seems someone has already told you the typical "do a guessing game and then Pong" suggestion; they're right. Work up from printing "Hello, World!" to making more and more advanced games. You'll get there if you keep at it! [url="http://gamedev.stackexchange.com"]gamedev.stackexchange.com[/url] is a great resource, as is this site. I've found books are the most useful learning tool for beginners. There are plenty of good ones for Python; I think I bought some from Amazon. Good luck!
  4. I'd recommend a combination of the above suggestions. I started with Python console programs, then moved on to Python+PyGame. I think this is a great way to learn programming fundamentals. Try to start slowly and make sure you really understand how things work before moving on to more complex systems. If nothing else, write a text-based guessing game and Pong before you try a big game. When you do start coding your sidescroller, I recommend using Unity. It's even easier to write a Unity game than a PyGame game, and many complicated tasks are already abstracted away for you. A 2D game in Unity shouldn't be a problem, but you may have to do some work to get it functioning as expected. As to the flexiblity of XNA: the average game is not even going to notice the flexibility difference between Unity and XNA. You'll be able to use more external libraries from XNA and do more filesystem stuff; that's about it for most games. Unity is more crossplatform (PC/Mac/Linux/iOS/Android/Consoles -- latter three if you pay). Good luck with your project!