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      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.

Alexander James Mohr

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About Alexander James Mohr

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  1. Know of any guides? I've searched character customization but most info is examples and simple mods like different hairstyles.
  2. I love the idea of making a high level of character customization, things like body morphing and tons of model and color adjustments for the player character. Can this be accomplished with almost any engine, are there some which do it better and more effciently? Or is this type of thing dependent upon how the model is made before being imported. One big thing I want is multiple animation sets, but with Unity at least that seems straightforward wwith the right line of code. I also have plans for the editor to be used for more than just the players, much like how you can call the console editor for your character in skyrim, or if any of you are familiar with Nrass scripts for The Sims 3 with Nras you can call a character editor for any character in the world. I want something similar to this so the player can customize pparty members upon first meet.
  3. No worries, I understand the complexities of an RPG, at least at ground level. At one point in High School I was all about RPGToolKit and it debacle of bad code, never made a completed work much less a fully fledged worthwhile stat system, but I definitely under the work needed. Starting with Cooking with Unity, his Space Invaders one is really informative (Although he RREEEAAALLY needs to work on Editing of his videos / ... Coming prepared) The links thus far are great! The Hack and Slash tut is just up the alley of what I'm wanting, especially combined with some effects from BurgZergArcade. This is going to be great.
  4. The movie videos I watch I'm starting to fall for Unity, it feel really simplistic but I suppose everyone needs to start somewhere. Besides, Unity feels so... Well designed, some of the other programs just seem to feel clunky, same feeling I get when I compared Gimp to Photoshop, for me Photoshop wins out every time. No worries, I have a disdain for Java personally so by no means will I be going that route. It's pretty safe to say at the moment my chosen engine is Unity, once I get the hang of just what's all involved from a pre-built engine I'm sure I'll venture to craft my own, for now Unity definitely seems like it will suit my needs. The Prime question now is: If anyone has any RPG Specific Guides / Tutorials or Videos for Unity that you recommend, feel free to reply. Or heck, if you have any links you recommend as a whole, It's not uncommon for me to have a billion tabs open and go through things one by one, the more the merrier. [img]http://public.gamedev.net//public/style_emoticons/default/biggrin.png[/img] I do seem to be having a hard time finding a comfortable IDE. Playing around with Visual Studio.. I dunno, I just don't like it's stylization. However in the videos linked above (https://www.youtube.com/playlist?list=PLlHjNcdoyw6UK30xrTUhjM-usQOOE5jhN) MonoDeveloper looked nice, and I think I might go with CodeBlocks, I just need visual simplicity.
  5. Unity does sound promising, I downloaded a handful of popular ones with intent to just play around and see which interface I like more. As interested as I am in actually learning how the programming behind an engine works, I can't say I'm too ecstatic about the idea of coding one myself, as again I want to get to gameplay more than worrying about if my model is going to show up correctly. Though I feel there's some core knowledge there which I'm lacking which I can't seem to find answers on which don't involve almost entire thesis documents on the subjects. I don't want this to be easy or simple, as I know it's not going to be, I'm trying to approach this almost like a college course wanting the foundational knowledge as well as the practical knowledge. I've tried my hardest to make a coherent design document which seems rather lacking (Aside from story/world content) I really want to know how the hardware pieces talk to one another for game enabled systems. I'm sure it's more complex than Processor - GPU - Monitor, I guess I'm seeking of how our code interacts with the GPU, the idea of it just 'Knowing' what I'm calling is crazy to me.
  6. 1. By far C++, as I see the application of learning or at least understanding it's basics can help me in more than just gaming, or just a solely in game creation. Though I'm flexible in this aspect as I feel most Coding application can be applied to most languages I'm willing to go where the Engine takes me, so long the engine does what I need. 2. Easy enough, I'll just have to find one I like, thanks for the link! I downloaded a random one but it freaked out not having other distro packages available or something. 3. So many Engines. It's hard to wrap my head around which one would be best. I'm not looking for high graphics power (As the PC I'm currently running has trouble if I Render 3D models too hard) but I'm definitely looking for simplicity, most of this comes from me wanting to flesh out in my mind what my actual combat / skill system will be like. I'm mostly interested in working with actual distances, attack ranges, damage, Health, anything related to combat and skill progression more than making the world (As the world is Waaaaaay to vast for me to even want to try and tackle without a fun core concept of gameplay). When I think of Engines I have a hard time defining what's better at what, and what's capable of what. Of course my first steps were googling what some of my favorite games use as their engines and take those games as example, but also fear the limitations... For example I love almost anything Bioware, and a handful of Iconic ones (Dynasty Warriors, Fable, Elder Scrolls) Problem is, 90% of the time they of course have an in-house built engine...Which is fine, but I can't seem to find a good comparison of actual mechanics, the coding is not what worries me, the limitation of 3D space is what worries me. I'd had to start to learn one Engine only to find out (Not that this would happen) that by some chance it doesn't allow for a jump function, or doesn't allow actions to be performed while a model is not on a surface. Edit: After going over several engines, Time of Day seems to be questionable, if due time I'd like the engine of choice to be able to support dynamic Time of day... Not sure if it's possible on an engine which doesn't natively support it to code it or not. I figure time of day would simply be a dynamic set of code working in the background not something that exactly has to be pre-installed, but a lot of engine seem to boast 'Time of Day System!' 4. Understandable. As for right now my concept is simple, just a learning experience. 1. Understand basic world generation, how to actually call a landscape, ground and boundaries. 2. Understand basic movement, generating an on-screen character, POV and Camera work. 3. Formulate a more complex backend to this basic world, starting with a UI, code to perform a simple attack skill by a keystroke. 4. How to call an enemy model, give the enemy model health, define how to determine a collison between the two as to form a 'Hit' 5. Generate a character sheet UI, the ability to gain XP or gain some method of advancement (Still undetermined, thus why I wish to play). 6. Have the ability to try out skills in a 3D space, see reasonable limitation and simply explore the possibilities based on my current concepts of progression and imagined gameplay. Scenes and story are far, far in the future. If I can get this basic framework above, I'll move from there of actually building environment for this starting area, eventually craft a menu, and who knows if I run with this long enough maybe actually some a something which could coherently be considered a game. xD The passion and drive is there, and I have plans to set aside time for it, give it some dedication, I just needa concrete base that seems reachable. Of course in the world of code the world is incredibly vast to me. Though the basic outline really helped! I didn't think of needing a compiler (I always assumed there was some way to do this from within the game engine, or that the code was written within the engine)
  7. The internet being the vast place it is I've tried lately googling things as simple as "Basic game made from C++" ... Let me start over, I'm highly tech savy, have a good grasp on creative design, and understanding Software. I've taken only two coding courses whilst I was in High School, one for VB and another for Java so I'm not unfamiliar with the concept of coding because I've also done a fair amount of moding games like The Sims (1, 2 and 3) as well as The Elder Scrolls series, also plenty of time breaking down my android device and recomiling ROMs, Rooting, ect. So my ultimate goal is to make a simple RPG I can play with, I'm not worried about level design at all as much as I wish to grasp the basics of actual coding design and the interaction between the GPU, CPU and the code at hand. I seek to make a game where a character loads to a flat 3D world, some basic ground texture, a texture tree-line border and a skybox (Think Orcania of Time, minus zoning and any objects, monsters or any models other than ground and character). Upon loading the character I wish to learn how to craft a menu system, form skills and even a simple UI for something like a Skill Bar, so now we're looking more like a single zone World of Warcraft without it being Online. My goal is just to learn and develop more concrete ideas basic on actualities of software design because outside of actual design my brain is constantly bustling with design concepts for worlds, creatures and races (Usually being formulated into a D&D scenario). My main problem: I'm overwhelmed with where to start. I feel I can grasp coding pretty well just by my nature of learning though I learn by example and explaination most googled examples I see start with "Here's a brick of code which does this" without explaining each piece, why it's there and how it's formulated. Actual graphics resources shouldn't be too hard as I'm pretty good, or ... At least good enough to get simple models crafted (Again, I'd need guidence in thinks like skeleton structure and animations!) But, that's all far ahead. I'm not expect an over night learn, by no means. Though, I figure of all places, after going through various posts here you guys are helpful enough to hopefully set me on the right track and fit a good path to go down, I'm seeking more resource links which seem to fit alongside my theorum as I need practical application to be interested so while simple 'Hello World' apps can take me only so far, if it doesn't relate to my goal I lose interest. Though I do have enough drive and passion I seek to learn! So If you guys would be so kind, help a (hopefully) new developer learn his first steps. :3