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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.

Kreldin

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  1. I've been programming for a few years now, comfortable with both C++ and C#, and I want to really get into game programming. I'm interested in it as a hobby; I have no intention of selling or even having anyone but me play it, so time/costs/creating it to suit other people aren't really a concern. I just want to indulge myself. I have some experience with game programming. I made an online MUSH RPG several years back (but it's text-based, as all MUD-like games) and I've fiddled around with XNA, doing some of the game examples in the XNA game programming book from Jaegar and getting a sprite to walk around on the screen on my own.    I really want to make a 2D RPG, something similar to Final Fantasy (not very original, but like I said, it's just for my own amusement). I have a general understanding of game states and game loops and what-not. But what I want to understand is things like tiling. I don't think hard-coding a file with all the tiles seems like the right way to go. I've played around with RPG Maker Ace VX and I was wondering how something like that works. Is that the right way to go about it? Create a program specially designed to create a game map, painting the tiles on? But then how does the actual game load that file and use it? This is the one area where I'm lost. Basically, I need to understand how a tile system works in a 2D RPG game.    As a note, I really don't want to use RPG Maker to make my game. I want to do things the "hard" way - I'm either going to use XNA or something like SFML to get started. Thanks!
  2. Hi, I've been learning C++ for some time now and I would like to make a basic game. But I have some questions about game programming in general - I really don't know the difference between (or the uses of) things like DirectX, OpenGL, etc. From what I understand, DirectX and OpenGL are APIs... what exactly is an API, why/when would you use them for a game? What is something like XNA, then? Further on, from what I understand, things like SDL and SFML are libraries - how are they separate from things like DirectX and OpenGL, are they used together/in conjunction? When would you use one over the other? Finally, there's Unity, which from what I understand is an engine. So can you just use something like Unity to make a game and ignore the rest? Thanks
  3. I've been learning C++ in college, only 3 classes in, but I have a nice understanding of the language and I've been doing great. However, I am interested in expanding and learning game development. Just don't know where to begin, really. I hear C++ is too hard for a beginner to get into game programming, and that I should look into C#. (And for my first project, I want to make a 2D RPG, in the style of a Final Fantasy game). If so, what library would I use to begin? I hear XNA is a great choice, but wanted a second opinion. I just never dabbled in C# before. Should I just stick with C++, as that's what I'm learning at school, and try to use the SFML library?