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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.

Riphath

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  1. I'm not all as familiar with linux as I used to be, so I might not be the best person to answer this. But you should probably go the OpenGL route. [url="http://www.opengl.org/wiki/Getting_started"]Here's[/url] their getting started guide, and there is also a [url="http://pyopengl.sourceforge.net/"]binding for python[/url] if you'd prefer to do that. I'm not aware of many game engines that run on Linux per se, but since you probably want to code your own physics it might be better to write it all from the ground up. That's a lot to learn though, so it might just be better to use [url="http://www.winehq.org/"]Wine[/url] and see if you can find something that would work with that.
  2. [quote name='darkhaven3' timestamp='1355838876' post='5012040'] Of course that is completely arbitrary and up to subjective evaluation by anyone at any point, and by no means do I mean to represent my opinion as fact. I apologize. [/quote] It's ok! This is a forum, after all. You're allowed to express your opinion. [img]http://public.gamedev.net//public/style_emoticons/default/tongue.png[/img] It's just my opinion that if you talk about which language is best for beginners to start with to no end, you'll never stop being a beginner unless you actually start just programming!
  3. [quote name='darkhaven3' timestamp='1355834264' post='5012017'] I really feel like as a beginner vanilla C is going to be more intuitive and straightforward than trying to learn C++ out the door. [/quote] Honestly, I feel if the OP is learning C++, let them learn C++ without telling them they need to learn regular old C. They're both Turing-complete languages, each with pros and cons. I personally find C++ to be more intuitive than C, but if someone is learning C then I'm not going to suggest switching because of my personal taste. (sorry [img]http://public.gamedev.net//public/style_emoticons/default/wacko.png[/img] I just feel like discussions of which language is better, especially with C/C++, are totally pointless and especially don't help a beginner) But if you want to learn to program a game like tic-tac-toe, there are a number of tutorials out on the web, and many books you could get that would help you along. I don't know where your skills are, but try searching around the net for beginner c++ lessons, or checking out your local library for books on programming or c++ if you can't afford to buy one. But like everyone else has been saying, be careful about not copy-pasting, or you won't learn anything! When you do find a tutorial or a book or whatever, play around with the code and see what happens; try and make it better, or try and make it do something different. This way you aren't just copy-pasting, you're actually figuring out what the stuff you're typing in actually does. I hope that helps! [img]http://public.gamedev.net//public/style_emoticons/default/laugh.png[/img]
  4. [quote name='CalvinM' timestamp='1355814800' post='5011946'] Now I want to start on a big project for my winter break and I wanted to start making a diablo style top down RPG but the engines I have used wouldn't exactly work so any info would be awesome! [/quote] What engines have you already tried? In what way would they not work? I'm sure with at least some of them you can somehow kluge it around to get it to work for a top-down rpg. But I would have to agree with Geraint about Unity if you want to go 3d. But if you're going for 2d (which may or may not be easier), since you already know Python, there's always [url="http://www.pygame.org/news.html"]Pygame[/url]. It's not technically an engine, just a set of modules on top of SDL, but it is definitely possible to make a full-fledged rpg with it. Both Unity and Pygame are pretty easy to work with (in my opinion), and have a lot of resources, info, and tutorials out on the Net. There's also [url="http://www.panda3d.org/"]Panda3d[/url]. However, I haven't actually used this one before, so I can't tell you if it's decent or not. It has been used in several commercial games (some of which are almost like the top-down rpg thing you're going for). So you might want to give it a try, since it uses Python. And I didn't think it existed, but google proved me wrong; there is a game engine with PHP as a scripting language, [url="http://raydium.org/"]Raydium[/url]. I have no idea what it's like or if it will suit your purposes, though. But I guess it's something to check out if PHP is one of your strengths.
  5. While I wouldn't recommend it, Jane McGonigal made a game called [url="https://www.superbetter.com/"]SuperBetter[/url] to help her through some issues she was going through. The game itself sucks imo, but you might want to try it. If not, I think I can reasonably assume that everyone on this sight loves making games, so you might want to try making something like SuperBetter for yourself. My sister was going through some issues, and we tried superbetter together, we didn't like it so we made our own! I'm not a therapist or a doctor, obviously, but I know how draining mental illness can be. I guess the point is to not just deal with depression in the background, treat it like a boss battle that you need to take care of NOW.
  6. I should clarify, by blank spaces you mean the unused squares and you want the words to intersect as often as possible and use the space in the most efficient way, right? Because the only way I can think to do that would be brute-force, and that generator written in C does just that. But brute-force is probably not what you want, because that could take a very very long time. The article I linked you to even touches on that a little, but he doesn't mention how he solved it. The best advice I could give you would be to try and find as many examples and bits of source code of crossword puzzle generators as you can find and look at how other people did it. I think this is one of those deceptively difficult problems, so you might want to find something else to try if you don't think you're up for the challenge. Otherwise, I wish you the best of luck!
  7. I can think of a number of ways to make a crossword generator, but I'm not sure about that second qualification. [url="http://thecodist.com/article/building_an_automated_crossword_puzzle_generator"]Here's[/url] an article which talks about making a crossword puzzle, and it links to one written in C, which has the source if you want to look at it (if you can't read C, I only spent a short time looking so I'm positive there's something else out on the net, you'll just have to look). But getting the least amount of blank spaces is a tough one for me. I know there's a way to do it, I just can't think of it right now. Sorry, but I hope that helps.
  8. [quote name='Shaquil' timestamp='1355438617' post='5010363'] If my school offered an Aerospace and Engineering major, I'd have dropped CS without a slight hesitation. I guess it depends what you want to do, but you might be better off just choosing one major in the long run. Those are two intensive fields of study [/quote] Ya, Aerospace is definitely a fun field. And I know, everyone has told me just how hard it will be to double major. But it's a fairly common occurrence at my uni to double up with those two, and there's even a guy a year ahead of me doing just the same thing, and another doubling with AE and math. Plus the department heads really work together to make it as easy as possible. I'm not even gonna lie, it's incredibly difficult at times, but I enjoy the challenge. And Ravyne, I definitely understand what you're saying. I guess you can't code in fortran in any language if you can't code in fortran to begin with. All the same, it's not something I feel like knowing it would help me much. And if a music theory professor can teach you music theory using any instrument, whether it's a old clavichord or a modern electronic synthesizer, then why doesn't the same apply for computer science?
  9. I don't know if anyone has mentioned the changes going on with the student loans situation here in the U.S., but there are a lot of things happening just to prevent higher education from becoming a thing of just the super rich. There's the income based repayment plan, which allows you to pay back your federal student loans based on how much money you make. There's also the Student Loan Forgiveness Act, which has just recently been proposed in Congress. It may not be passed, but it would certainly improve the system as it stands now. But I would have to say that even without all those changes in the system going on to make it more feasible, it's still possible to get an education without giving up an arm and a leg. I'm going to state school right now, but we have one of the best mathematics and engineering departments around. And with federal aid and scholarships, plus the (small amount of) money my step-dad is paying, I only have to have a part-time job to pay for non-school related stuff. So it is very possible to get an education, so long as you don't go to a school you can't afford and know where to find the money.
  10. I'm sorta going through the same thing. Most of the CS classes at my university aren't so much badly taught as they are just irrelevant. While I'm sure I could learn a lot from understanding FORTRAN, I don't exactly want to spend my time learning it since I probably will never use it. Which is why I'm not getting a CS degree, I'm actually going for a double major with aerospace engineering and physics. I've already worked on a group project where we designed an autopilot program for a little rc airplane, so it's not like I'm not learning useful programming skills by not taking those CS classes. My aunt is a senior developer at her job, she's one of those old school hackers that can do almost anything with a computer, but her degree is in biology! That said, I'm sure having a CS degree will open more doors than a degree in biology unless you can prove that you have the skills.
  11. Just looking at your code, you tend to comment things that almost don't need it. While it's definitely better to be over commenting, you also tend to name variables and other things really well, so some of those comments seem redundant. That may just be my personal taste, but consider putting more relevant information in the comments instead of just repeating what's already said in the names you've given. I kinda don't like this game, because I lost against the computer when I first played haha! Other than that, it seems really well done!
  12. I know Burgzergarcade has a series of tutorials on unity about making an RPG. [url="http://www.youtube.com/user/BurgZergArcade"]His channel[/url] also has a short playlist of videos on C#, and I'm sure he'll be uploading more of those soon. I wouldn't recommend starting with an RPG, though. An RPG is a really big undertaking. You should try and finish several smaller projects, and then some medium sized ones first, so you can get an appreciation for just how much work an RPG would take. You can of course follow along with the tutorials about making a hack'n'slash, but make your own little games as you learn new stuff till you get the hang of it. As for an IDE, if you go with unity, it comes with MonoDevelop. Code::Blocks is usually just for c++ and isn't part of unity, however. You could try and learn both c++ and c# at the same time if you want, so long as you can keep them separate. Learning c++ will teach you a lot about what's going on underneath the higher level stuff, while c# with unity will get you a finished game easier and faster. But it's hard to keep languages apart when you're first learning. It can be done, however it might not be the best idea. That's up for you to decide.
  13. Hello gamedev! I thought I'd share some thoughts on my current project for my first journal entry I've always been enchanted with tabletop roleplaying games, and it is sorta what got me started in game development. And while I've done several medium sized projects by myself, I have yet to tackle something as massive as an rpg. So I figured it was time to get back to my roots, and in the interim learn a bit about procedural generation. Enter The Stories of Edar: The Second Age. From the outset, I wanted this project to teach me as much as possible. Thus far, it hasn't failed in doing that. I also wanted to capture the essence of immersion you feel when reading a good book, or that feeling of exploration you got as a kid just imagining and playing pretend. But I didn't want to create a static world that I made myself, and wanted the computer itself to carefully craft a dynamic universe ripe with adventure. So I've basically thrown out any idea of a real design document and just said "procedurally generate everything possible!" And by everything, I mean everything from the level maps, the background music, the world map, terrain features, cities, monster stats, the various puzzles in the game, the world's history and flavor, the NPC personalities, even the story of the entire game, everything - and all at run-time. This is easier said than done. Actually, that list is pretty long, so it's probably not that easy to say to begin with! But I like a challenge. And there have been plenty of challenges, let me tell you that! Everything from actually figuring out how you'd make a random dungeon (without going into an endless loop!) to the entire program just crashing because of my sloppy code. I'm not even gonna bother listing off all the difficulties I've had so far. But one piece that has been more fun than frustration has been working with ways to make the background music. At first I just tried piecing together little bits of music randomly, but it doesn't sound right half the time, and then gets really old after hearing the same bits over and over. So then I tried Markov Chains, which was a little hard setting up, but after it was working it was so much fun to play with! Right now I really like what it does when I use it to make some chord progressions, and then build a melody on top of that. You can get a lot of control over the style and genre, and it makes some really good sounding stuff. I might try and add some more to this, but as it stands now I'm already proud with what it can do. I still have a lot of stuff to work on, like finishing the game mechanics for combat, fixing up the inventory system, polishing the random dungeon generator, and plenty of other things. But I'm gonna keep working at it! Anyways I hope you enjoyed reading and that you have a great day (or evening or whatever)!
  14. I'm sure that there are plenty of practice books out there, but I think a lot of people would agree that you don't really need one. Make up some challenges for yourself. Learn how to break a problem down into its individual parts and figure out how to solve it and put it in code. If you are really at a lack for ideas, whenever I need to sharpen my skills or refresh myself on a language I haven't used in a while, I google search for "programming puzzles" and or something similar. Things like the classic "print the numbers 1 to 100, except for the multiples of 3 print foo, multiples of 5 print bar, multiples of both print foobar". Usually there are answers somewhere on the net, so you know if you have a bug and got it wrong, and you can also check to see if the answer code is faster or better written than yours, so that you know where you can improve. Other than that, just try to make some simple games like Pong, Breakout, or Tetris, or simple text based games. I hope that helps!
  15. Ya, I would agree. A "programming noob" should definitely start with something less advanced than something like an inventory system. The first time I tried to make something that complex, I failed miserably because I didn't know what I was doing. But there are plenty of tutorials and lots of good documentation and an entire community around unity. If I were you, I would google search for some good tutorials for unity ([url="http://www.youtube.com/playlist?list=PLE5C2870574BF4B06"]this guy has some good videos[/url], and the [url="http://unity3d.com/gallery/demos/demo-projects"]demo projects[/url] are a good source of knowledge as well), read up on the [url="http://docs.unity3d.com/Documentation/ScriptReference/index.html"]reference docs[/url], and maybe just read up on some basic programming skills. I know you said you aren't exactly programming inclined, but if you want to turn those great ideas you have into real, actual games, then you'll have to learn these skills eventually. It's not as hard as it sounds if you put the work in. But that's the best advice I can offer you, because no one is going to program your game for you, otherwise it wouldn't be your game and you'd never get to feel the sense of accomplishment when you actually realize that you can do it if you put your mind to it. Best of luck!