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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.


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  1. I saw a pretty neat tutorial on youtube a while back that helped me understand it a bit better. Especially in regards to the sprites of the player and the objects and which point to make their orientation. Isometric games are fun and once you get the hang of it and being all the pieces to your 'world' it's easy to construct levels.
  2. You said you don't have much/any 3d experience, so there might be a work around if you arn't looking to learn 3d. If this is some sort of menu and not the actual game, and you were willing to abandon the 3d for the menu, you could do something tricky and take a screenshot of the map you make in a 3d modeling program as the background. You could also get screenshots of the 3d objects (like towns, mountains etc) and use them as objects, setting them to do what you want when the mouse goes over them. This way the map would still appear 3d but really it would just be a 2d screenshot of a 3d model. Of course this would mean you would have to give up the ability to zoom properly or rotate to look at the other side of stuff. In regards to keeping the 3d effect, I guess you'd have to find an engine that supports the 3d map effect. Good luck with it
  3. If you are just looking to make simple games as a hobbyist, you don't need to learn C++ (However if you are planning to do advanced things, it would probably be a good idea). These days you can make games from many different types of genres using engines, which are basically just the framework for your game. Then you have the more generic 'game making' software packages which can help you makes games using drag and drop so you don't need any programming experience. Once you know for sure what type of game you want to make and what your long term goal is, try looking for specific engines for your game type, or a language that will be good for your future goals.
  4. Unity

    Not sure about where you can post the games once they're done, but as for creating them, Game Maker's HTML5 output is very good for "quick prototyping", the problem is that it isn't free. There's another program called Constructor which I've heard about which might be able to achieve what you're looking for. You could practice on the free version of Game Maker while saving up for the HTML5 version, because you can convert windows games to HTML5 if they are pretty simple games.