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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.

Mr-Wolfe

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  1.   Sorry, I edited the post to make it more clear.  I've already planned out a lot of what I want, including sketches and diagrams for how systems interact, and really it would be a playable game if you sat down and played it as a board game.  That ought to help, right?  So there's AI, in the sense that creatures have a branching set of considerations and actions, but there's not 20 creatures all fighting on screen at once, and chaotic action -- which simplifies it for me so I can see what works and how.  Does that make more sense?  It's turn based.   "Shortcut" may be the wrong word.  Even finding the language to describe things is tough when you're a beginner, but there are obviously very inefficient and very efficient methods for accomplishing the same thing.   @ minibutmany I don't want to make a 3D game yet, I really just want to start at the logical starting point.  You say I shouldn't make a game as my first project, but a "game" is just a program that people can have fun with, right?  I know that Visual Studio has those tools, I've got it downloaded already but I'd like advice on what language/program would be best to start testing this digital board game idea.  Thank you a lot
  2. Hey everyone. Here's the basic goal: to create a digital board game, in which exploration is simulated and controlled with interface (clicking on options, etc.) Think of it as a digital board game.   I don't care much about real-time interaction and AI (it would be turn based, like a board game), real time pathing, physics, and that kind of pace.  I haven't learned a programming language, although I've gotten my toes wet with Unity and JavaScript, and have used ActionScript before, as well as a lot of time in the old WarCraft III editor, which was helpful for understanding a basic theory of how a game "thinks" (events, conditions, actions, etc.)    Anyway, I realized after a day or two of screwing around with Unity that it's terrible for creating and using interface, and is completely about 3D maps and models with behaviors, etc.  Please correct me if I'm wrong, because I'd love to use that engine for everything if possible.   I think I should first learn to program basic core game systems in something like Visual Studio though -- right?  That uses C#?  That would force me to learn more universal scripting without being distracted by all the toys and gizmos, I assume.   I eventually want to make interesting AI that WOULD work in real time, environmental systems, and things that you can't see or hear while playing but which make everything more interesting.  ANY advice on this is welcome, I'm lost at sea and feel like there's probably a million simple shortcuts and tricks I'm ignorant about.  I've gathered that you should basically pick an engine and a script and adapt what you know, but what would be best for this project?