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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.

dexterd155

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  1. Hey, thanks! All this stuff is really helpful!
  2. As a beginner who is curious about making video games, I have some questions about video game characters and how to make them:    First of all, it appears to me that most of the video games star humans, not cats like my "dream" (haha) video game would. And no, not those anthropomorphic cats, but, well, cats that look like real cats and do what cats do. I have no idea, frankly, how I would accomplish a game with animals and not humans, considering that most of the help out there is for human characters. Would I just have to animate the whole thing, or... what???   Also, I am curious about how I can use this game that I already know to my benefit. It is called petz 5, and is kind of old. Google it and check it out on Wikipedia. The thing is that maybe these almost cartoon-y looking creatures wouldn't be good for a hard-core kind of fighting game that needs the most realistic cats, but they move like real cats and have the variation in appearance from body structure to color and texture that I would like to achieve. Does anyone know enough about these kinds of games to give me any information about the coding of those and how I can use a similar "ball and line" structure to create somewhat realistic characters that can move somewhat realistically for my game?   Thanks, if anyone can help at all. I know my second question is a little bit of a stretch  and this may not be the best place to ask this question, but thanks anyway...     
  3. Hey, thanks people. You're all very helpful and nice  I'll post something again as soon as I get to something!
  4. Before I say anything, I know that I sound extremely foolish by starting this topic or even talking here at all. But I believe I have genuine questions and I hope that you people out there will be kind enough to me to give me some advice.   My epic vision/goal/dream that all of you would probably laugh at would be a game based off of a serious of books I used to read, about some feral cats (sounds pretty dumb already, right?). In my head I would like it to be something like a big epic Legend of Zelda Twilight Princess-style thing, that follows a fixed story line with certain worlds, and those types of 3D graphics and animations. It would not have weapons (cats don't have weapons!) but it would likely have to include other functions such as that type of battle and action system; several buttons do several things or create some sort of particular action. There would be things that I can't even think about programming that would have to be implemented for the game to be created as I see fit. There would also be many, many, characters that would need to run well on AI. And, foolishly, I can imagine movie-like cutscenes to help advance the action. Slightly differently, however, the characters would be confined to a quite finite world with no bosses or the like, and would have to perform actions that even I can't comprehend right now. Not to mention that it would all take place outdoors with no human characters whatsoever. It would be the most enormous project that any one person could actually try to embark on, only as a pathetic hobby to recreate some dumb books.   Yes, I know that I sound pretty dumb and all right now, but I also know that this isn't something I can start right now even with the best game engine. I don't have very much significant experience either, only with some minor coding and hexing in an old computer game of mine and a couple pathetic attempts at C++ (think "hello world!") when I was too young to know what in the world I was doing, anyways. Not to mention that I forgot basically all of what I have learned of C++, and that it now appears that it's pretty dumb to start learning with that language anyways. I know I won't be anywhere near my epic dream anytime soon (haha) but I would like some advice.   So if I need to start with simple games with pingpong and other clones like that, do I need just a compiler or do I need a full-on engine? I honestly wouldn't know.    As it appears to me, Javascript and C# are the two best languages I could start learning, or at least for my purposes. Would this be correct? And isn't C# a bit similar to C++?    However, when I get into more complicated 2D games, I have the sense that any and all work would be divided into two different fields: animations and graphics, and then the actual programming. When I get to this point, would it be a good idea to get an engine, such as Unreal Development Kit or something? As it appears to me, these engines can take a good load off, like with the whole Kismet thing.    And whenever I am actually awesome enough to embark on my dream project, I'm pretty sure I would need something like the Unreal Development Kit. For those purposes I would like support for large worlds and terrains, and natural stuff (like speedtree for trees, it sounds very useful as far as I can tell). What engine would have a not-so-horribly-steep learning curve that could make my aspirations possible?   Well, thanks to anyone that responds. I must repeat again that I totally have the idea that it will take me a lot to get to where I want to go, but I appreciate any help, whether I will use it now or later.