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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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About Nightgaunt

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  1. Oh man, I remember doing that one - it was really frustrating. Like SerialKicked mentioned above, the solution I found was to write the code, walk through it step by step in the debugger, and mark a tic on a sheet of paper each time it went through.
  2. Funny you should mention optimization, I recently saw a talk by Doris Chen from MSDN on optimizing code. Here are the slides:   http://www.slideshare.net/slideshow/embed_code/27262164#   A couple of things of note: 1. This is JavaScript-specific (but it would be interesting if someone knowledgeable in many coding languages could chime in on how much might apply to others). 2. This specifically optimizes speed and processor use/battery life. File-size was not tested. 3. As mentioned, this is specifically coding optimization, and not design optimization. 4. FYI in case anyone was wondering why the heck Microsoft cares about JavaScript, apparently the code is easily portable to Windows 8 apps (almost a straight copy/paste).
  3. If you're looking at mobile platforms, you have an advantage with already knowing HTML5 since that, with maybe a bit of JavaScript, would enable you to write a program that can run on pretty much all mobile platforms.
  4. Since you mentioned you know C# there's a free book you could check out:   Introduction to Programming Through Game Development Using Microsoft XNA Game Studio, by Rob Miles. http://www.andrews.edu/~greenley/cs2/IntroProgXNAGameStudio_eBook.pdf   Of course, these days you'd want to use Monogame in lieu of XNA, but I've heard it's pretty simple to transition over. And hey, price-wise it's hard to beat free!   Others have mentioned SDL, and on that note I'd recommend checking out this video from Steam Dev Days: http://www.youtube.com/watch?v=MeMPCSqQ-34&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm . The guy goes into all the different functionality you can get from SDL, to include some very simple graphics as well as an easy way to use OpenGL. It's a fascinating video that I think I'll be linking in threads here for a while, and you might also check out some of the OpenGL videos they have (though I haven't watched those yet, so I can't comment intelligently on them).
  5. Since you mentioned your class covered some HTML, and you want to make programs for the mobile marketplace, you might consider taking a look at HTML5. I was at the recent Apps-World conference and a recurring theme was people creating their games and apps in HTML5 so it can easily be used on any mobile platform - as long as the phone can run a web browser it can run your app. Sure it might not run as fast as apps written in the native language for each platform, and you might not be able to take advantage of platform-specific features, but I would be willing to bet that, as a beginner, HTML5 would suit your needs quite well for years.   As for books, I've been reading through the Head First C# book and I'm really liking it so far - there's one for HTML5 and Javascript you might check out.
  6. Back to the topic at hand, has anyone with game development experience in addition to the OP looked at the Cornell link and able to comment on it?   Since the site explicitly states that the lecture slides alone aren't sufficient, it lists Game Design Workshop: A Playcentric Approach to Creating Innovative Games as the textbook - anyone read it? It seems to have good reviews on Amazon.
  7. I watched this video from Steam Dev Days (http://www.youtube.com/watch?v=MeMPCSqQ-34&list=PLckFgM6dUP2hc4iy-IdKFtqR9TeZWMPjm) and from what little I know about XNA it seems like SDL can provide a lot of the same basic functionality, and then more advanced graphics through OpenGL. While written for C++, SDL has bindings for C# (https://github.com/flibitijibibo/SDL2-CS).   Hopefully someone more knowledgeable then I can comment on this.
  8. Stencyl seems to be cited a lot as a good one for beginners, and you can download a free version. http://www.stencyl.com/   GameMaker also comes up a lot. They also have a free version. http://www.yoyogames.com/studio
  9. I've found some books online that are free, so while they may or may not be the best, at least the price is right.   - C# Programming, by Rob Miles. Used by the University of Hull in the UK. http://www.csharpcourse.com/ - Introduction to Programming Through Game Development Using Microsoft XNA Game Studio, by Rob Miles. http://www.andrews.edu/~greenley/cs2/IntroProgXNAGameStudio_eBook.pdf - Bookboon has some C# and Java textbooks. Their business model seems to be the textbooks are free, but with some adds in them.  http://bookboon.com/en/it-programming-ebooks   I haven't had a chance to read them yet, so perhaps someone better informed then I can comment on their quality (I'm especially curious if anyone's tried the Bookboon ones).