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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.

workisnotfun

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  1. I downloaded the SDL-1.2.15.zip from the link and only see the include folder but no lib or bin folders. 
  2. A backend physics programmer definitely sounds like what I'd want work in as this has a large effect on game mechanics. I'm almost taking an AI class and we're about to cover Machine learning so maybe if that's interesting I may experiment with that.   What kind of projects could I do with a backend physics programmer as a goal though? I imagine I'd also have to create games from scratch to test out the physics I make so where would I start in getting experience with this?
  3. I am a junior in college, acing every Computer Science course but I'm not sure what I should focus on for the kind of Game Programming I want to do. I'd like to create games with fighting, adventure rpg with fighters, mage casters etc and I'd like to be able to program things like how high a character jumps, how far a characters weapon reaches, and those kind of game mechanics. I do not want to figure out how to do rendering.   Is this considered game engine programming or something higher level (not so backend)?   Help is greatly appreciated so I know which direction to add for my future, thanks!
  4.   This is exactly why I want to code this project in C or C++, and I am already familiar with C and I think C++ should be simple to pick up (just syntax differences I'm sure). With that established, should I use C or C++? and where can I find tutorials to make a game like 'Mad Father' from scratch?    P.S. The reason I want to make it from scratch is because this will provide a greater learning experience than using something that already has thousands of libraries built into it and does all the work for you. I would rather use C or C++ because memory management and speed can be improved based on how well you code than if you use Java and I want to think of this project as training to build good habits like ways to make the game run faster, with less lag, etc.
  5. Hello everybody,   Would you know what programming language I should use if I wanted to recreate the horror game 'Mad Father' from scratch? I am a beginner at game development but have been programming in C and Java for 3 years and have taken courses on the lots of CS ideas but none that were video game related. :-( I've always wanted to program games and thought I'd start with something like 'Mad Father' first because I liked practically everything about it. I see that most recommend C++ on the For Beginners forum for programming games but I think I could pick this up fairly quickly.   I'd like to know what programming language I should use for this kind of game (more generally would be an rpg game that looks like it should be played on the gameboy (possibly incorporating fighting when I get better)) and why. Any advice on what I should watch out for as I start developing would be great as well.   Thanks, Newb