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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.

WithM

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  1. But there's a bit of a problem :l Before you answer the question at the bottom, here's some background information: I began coding using java around mid 2012. I'm incredibly comfortable with java, and making hobby games is great fun. However, as a major project for both my own entertainment and possibly public application, I need to know what language I should use, or continue using. Of course, using java would be a breeze, since I already know quite a lot. However, I've done some reading and found that XNA/C# is also a great language for indie developers. The game is going to be a 2D platformer, based around solving mysteries and puzzles, finding treasure and so forth. There will be no boss fights, no fighting of any kind, turn based or real time. You can die, however only from natural causes, and the penalty will only be losing a few points and restarting at the point in which you began to take the damage that killed you, so falling off a cliff will result in you ending up back on the cliff, falling on spikes will result in you ending back at the edge beside the spikes. Because of it being a complex puzzle solving platformer with no enemies, I don't think performance will be an issue (Unless of course I'm wrong, but I hope someone will correct me on that) So, I'd like to ask: What language should I use? a) Java b) C# c) Other (c/c++, python, etc...) Thanks in advance!