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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 Lodeman

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  1. The thought of process behind writing effective blueprints is almost identical to that of normal programming. My background before I started using UE4: - computer sciences education - made a custom game engine (hobby, so had plenty of glitches and roughness)   I can say that having gone through the trouble of making a custom engine really kickstarted my UE4 blueprints skill. I could almost jump in seamlessly, since I knew what sort of functions I was looking for.   So basically I would recommend advancing your normal programming skills, perhaps even making a small game yourself with for example C#. You'll be alot more comfortable with the blueprint system after that. Add to that doing a bunch of tutorials, constantly achieving more and more, and you'll find yourself all set!   Good luck, and feel free to ask any specific questions on the forums :-)   Cheers and beers, Kevin
  2. OpenGL

    #1: Learn Direct3D instead.   L. Spiro   I have to agree with this strongly. I made the mistake of being lured into OpenGL myself as my first graphics API experience. While it may seem appealing, it just isn't worth the issues you'll have to deal with due to differences and instabilities in drivers across vendors, and indeed a lack of really proper documentation.
  3. I first used RPG maker. Was fun and simple to use, you immediately can create nice looking 2D RPG worlds. Had alot of fun googling matching tilesets to suit a variety of different landscapes and cities. Eventually played around with its scripting capabilities and got some simple but cool story stuff going. Recommended.
  4. CEGUI for user-interface. I believe Ogre might have some support for this (since CEGUI has an Ogre theme included). I don't use Ogre myself though, although I am considering using it for future projects, since it's more complete than my custom 1-man engine can ever be :p
  5.   Hi. The clue is to not over-plan things. Of course you should put a reasonable amount of thought into your class design, but don't overdo it. Especially as a beginner, start with a minimal amount of features, and plan your design around that minimal set. It is not uncommon to later on expand your feature set and to then refactor your code to support those extra features.   By planning for less complex features at first, you retain a somewhat decent design, yet actually manage to get things done. I feel this is very important as a beginning game dev.   So yeah, when you have something that works, give yourself a pat on the back, and move on to the next feature. Of course your ability to judge the right balance will also enhance with experience.
  6. I will add to it that I am inherently distrustful of games that don't show any screenshots, and contain obvious spelling mistakes (such as staaaaaaaaart your journey).
  7. I have mixed feelings about this.
  8. The book "Game Coding Complete: Fourth Edition" has a section that covers setting up a C# level editor for 3D. It shows how to interface with your game engine .dll file (which was made in C++), how you can place objects, etc. I drew from this setup myself and it's worked out well so far!
  9. I have no experience with WPF, all I can tell you is that WinForms is incredibly straight-forward and easy to implement considering the needs you mentioned. So that would definitely not be a bad choice.
  10. Your chickens must lay at least 0.73 eggs per day. Any less will greatly infuriate your target audience.
  11. This reminds me of that cookie clicking game. A totally unserious game, but still cleary made with an odd form of love for the cookie.   You indeed need to specify what sort of help you're looking for though. Either way good luck with that goofy cat!
  12. From the album Ficus

  13. From the album Ficus

  14. For a simple 2D game it could be as simple as getting the mouse's current position on-screen, and from there go through your game objects and see which one matches that location.
  15. If it is 3D that you want to do, by all means go for it. You seem plenty experienced in 2D by now, and that's not something you'll forget. But it's also important to keep learning new things, and 3D adds alot of new challenges and excitement.