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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. You should keep in mind that Unity free is quite limited. An alternative is [url="http://jmonkeyengine.org/"]jMonkeyEngine[/url] and M[url="http://monogame.codeplex.com/"]onoGame[/url]. jMonkey is, however, a Java engine.
  2. I use C#. It's enough for most purposes unless you want to write the really low-level stuff, but I can't see why you would want to do that under most scenarios unless you're building a graphics engine from scratch. But that seems to be overkill to me when there are good libraries out there for that purpose; libraries that allow me to concentrate on writing a game, and not reinventing the wheel. C# with MonoGame give you a good starting point, and it gives you a pretty good base of platforms as well.
  3. I'm a a programmer, and I can tell you what I would like to know if I were considering joining your project. * What kind of game are you making? RPG? First person shooter? Turn based isometric strategy game? * What level is your art-work at. Would I want to be associated with your art? I mean, if your art is on the level of pastel stick-figures, I probably wouldn't want to be in your project. So. Do you have a portfolio? * What sort schedule do you have? * Do you accept that art is code-driven, and that I would most likely come and tell you to change things for optimal performance? I mean, a single 200 frame animation might not be the most optimal thing, and I might need just 40 frames instead, and I might want you to squash your high polygon models into something manageable in code? * What are you like as people? What I'm getting at is that I would like you to tell me that you have a definite vision, that you have considered the work-flow, and most importantly that you are people I would like to work with for a prolonged period. It's not so much about code and languages, because as a coder that would be my responsibility. I am more interested to know if you have a realistic project that I too can enjoy and learn form, and I would like an incling as to the personal dynamics I would expect to face. I hope that helps somewhat. Good luck in finding someone.
  4. I'm an on- and off player of Eve Online, and my thinking about databases in games started because I know that Eve invests a lot in their database. Of course, Eve is an MMO with hundreds of thousands of players, so there is the question of scale. But it got me started thinking about the utility of databases in games. Again thanks everyone for your comments. It's most instructive.
  5. Thanks guys. I really appreciate your comments. I'll have a look at XML or JSON if I can get that to work with Unity Free, which is my engine of choice.
  6. I have a hobby RPG project going called Endtime. My aim is to match the technical, game-play and artistic level of things like Fallout 2, Ultima, etc. Ten year old games. I think that's a feasible ambition for a solitary coder. However, I won't really get away from a lot of data-shuffling for things like quests and items and such, and I was considering employing a database for easier back-end quest writing and such. I mean, if I end up having more than 100 quests in my game, it is probably going to be easier to fill out the quest data in a form in a database than it would be to hard-code it in. I could store bulk quest data, dialog trees, the full item list in a database and call those when needed. So, my question is simply because I am a bit fuzzy about how it would be done, do you use databases in your games and would it be worth trying to think up a bridge? Do you use databases in your games at all? If you do, do you use SQL or non-SQL ones? Or if not, is it a really bad idea to use databases from an efficiency standpoint? Are they just too slow for things?
  7. Another option might be [url="http://jmonkeyengine.com/"]jMonkeyengine[/url]. That is a Java-engine with a bunch of different platforms because it's Java. But from what I can tell, it suffers from the usual open source disease. The main devs aren't very enthused at the moment and may have found another shiney, and the last update to the engine was a year ago.
  8. [quote name='Bacterius' timestamp='1353888295' post='5004047'] [quote name='MaxieQ' timestamp='1353885889' post='5004037'] Game making is, it seems to me, a team effort. You can't really, except for the simplest games, do it alone. And coders (look at me!) often make terrible artists because we're more concerned with optimisation than artistic vision. We'd dump the colours if we though we could shave off a microsecond on a tight loop. [/quote] Interesting vision. Myself I care a lot about art and graphical appearance, but I simply cannot produce any myself. I definitely wouldn't sacrifice an artistic aspect of the game clawing for a couple extra frames per second. I mean, performance is important, but at some point you just need to accept that doing computational work takes time. [/quote] Art is a complex profession in and of itself. You need to know a lot to produce something decent. I just don't think that it is reasonable, or should be expected, that a game maker should possess both the coder and art skill sets. I think of making games as more like making movies than writing books or playing music. You need both a director and an editor, and it's rare that the roles are rolled into one person because the skillsets are so diverse. I think that's the case in game making too.
  9. Why don't you start with learning XNA? If you know a bit of coding, you can spend the time learning the API instead. You can grow into it, from whatever level you have to start at - and in the end you you can do whatever you want with it. Or move on. If you learn one of the XNA languages, you can probably easily change to pure C++ later on. Though, maybe I'm daft, but I don't really see the point of reinventing the wheel with doing everything from scratch. I use Unity for my game prototype. Most games these days use even interpreted scripting languages for the bulk of the actual game code, while they use c++ for the things that need to be fast - like drawing images.
  10. Game making is, it seems to me, a team effort. You can't really, except for the simplest games, do it alone. And coders (look at me!) often make terrible artists because we're more concerned with optimisation than artistic vision. We'd dump the colours if we though we could shave off a microsecond on a tight loop.
  11. Apologies, but I don't see how to edit my post above. I checked the prices on Unity, and there are in fact two versions for iOS/Android etc. A standard version for $400 and a pro version for $1500. I don't know the difference between the two sets, given that you need Unity Pro editor for both the standard and pro mobile platform versions.
  12. [quote name='6677' timestamp='1353863011' post='5003961'] Monogame is free but on iOS and android requires the respective mono licenses (monodroid and monotouch) which are $399 per year EACH. [/quote] Unity Pro is $1500 for the Pro version, and you need that if you're doing professional work. Each of the other platforms cost an additional $400 I believe. All of these prices are per seat as well. But then again, if one wants to make money, one unfortunately have to spend money. And with the cost of time per seat, it's a couple of days work.
  13. My character moves. It animates. It strolls through a beautiful landscape. Now to introduce the snakes to this garden of Eden.
  14. Two options for you pop into my mind. For the broadest platform availibility, you can't really beat Unity. Yeah, it's a 3d engine, but quite a lot of 2d stuff is being produced on the platform. Unity uses C#, a version of JavaScript called UnityScript, and a version of Python called Boo. You can choose either, or all of them. The other option is quite limited, depending on one factor. XNA give you probably the easiest road ahead on the 2d front, but it's limited to Windows, XBox and Windows-phones. However, there is a Mono-port of XNA to loads more platforms. I don't know how far MonoGame (the XNA port) has come, though, so you might want to check that out. With MonoGame and XNA you could probably use the same codebase for almost as many platforms as Unity. And the best part is, it's free.