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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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About FriesBoury

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  1. I really admire your motivation and I already noticed that is one of the most important things when you want to create games (or do any other project) Well, it might be useful to know how the pipeline of developing a game works in the first place. You can look up some design patterns like Waterfall and Scrum and read what others say about these topics. Although it's hard to manage the planning of a group of promgrammers without knowing much about programming yourself and you don't know how long it will take for them to program a certain feature. Therefore you might have difficulties noticing when some of the employees are slacking. But anyhow, I hope you keep up that motivation and manage to keep the people you are planning to direct motivated as well
  2. I'm not sure how it works in the environment you are programming in, but almost always, an image gets drawn beginning from the top left corner. Therefore the first transformation you do, will use this corner as an "anchorpoint". Before you do the rotation, try to move your image so the [b]center[/b] [b]of your image[/b] matches the (0,0) coordinates. Not the top left corner. so your transformations should be: - 1: translation with offset(-imageWidth/2, -imageHeight/2) - 2 and 3: rotation and scale (both don't affect position of anchorpoint, so order doesn't really matter here) - 4: translation to match image center with frame center (frameWidth/2, frameHeight/2) I hope this was useful to you.
  3. It's indeed a good idea to start by using Unity3D. I have good experience with this engine myself. It's especially good for prototyping and there are lots of good tutorials on the web on how to program certain features. It's even possible to make 2D games in it, although the engine is written specificly to support 3D so that might be a bit tricky... For 2D games I could also recommend Adobe Flash. I'm sure the web is full with tutorials on that Before you actually start designing a game yourself(storyline, artstyle,...) try experimenting with some game mechanics. Just for example make a rectangle jump around in a simple platform level. When that feels right, start adding other gameplay features like interaction with the level (levers, buttons, doors,elevators,...) or even add enemies. Once you made a simple prototype, you can build your story / artstyle around that. This way you won't get stuck on mechanics you planned to have in it, but didn't manage to write in code yet. Also important for a self-educating programmer: Use search engines like Google a lot! don't let something you don't know how to do hold you back but search for help on the internet, because there are lots of people coming across the same difficulties as you.
  4. while( value ) { // some code here } checks if the [b]value [/b]is true (boolean) and executes the code between the brackets while this is the case. It constantly does: check - execute - check - execute - check - execute -... until value turns false