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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 cube2222

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  1. I think you could use an array containing two arrays each holding oen type.
  2. Actually, if you feel like, you can also do the gameplay part in c++ (like I am), however, blueprint is VERY powerful, and is very extendable by c++ (adding new nodes, events etc). It isn't really hard. I actually had a little c++ knowledge, and I'm finding my way through (although I have big uscript experience, wchich actually helps if you have it). Shaders are done by the material editor (easy to use), with a lot of functionality.
  3. I recommend Unreal. It's of course full code access. And it's actually pretty stable. UE4 is in development for several years already.
  4. You can even just pay 20$ once for half a year, just to grab an update.
  5. Never do 1$ ! Do 0.99$ :P but seriously, alsways use those .99's because people will usually calculate the cost rounding down, and will with higher chance buy your game.
  6.   He wrote MORPG, which is an online rpg, with multiplayer. Doable with only a few years of work solo, if he really wants to. With a modern engine, the right one, it could be just a matter of months of getting it all together. Not included artwork, sound, music and other assets.   Sorry, I'm blind...
  7. Wait a second, let's conclude: You want to make an mmorpg, which is actually the msot expensive type of game to make, but you're looking for a cheap engine... Do you realize how much all the assets will cost? If you do have to ask this question, about what engine to use, you shouldn't be even trying to do an mmo. Because this is way beyond you, if you don't have endless money. Try to do something smaller, I can reccomend unity and udk (prefer udk), and try to go into game development. Then, you will: A) Realize a mmorpg is too big, let's leave it to big studios. B) Make a bestseller game, become a big studio, and make an mmo.
  8. Just remember, you need the license only when you want to sell your game. It does only that. UE4 will propably become available as udk in the next year.
  9. In my opinion you should try out both, UDK and Unity (I prefer UDK) and choose between them. Never really got into cryengine so I won't tell anything about it.
  10. Actually, I started with C when I was 10. And it wasn't really hard to get started. Also, for c++ I recommend c++ primer, also, for programming, it's good to be good at maths, and for game programming, it's also good to be good at physics.
  11. In UDK Meshes are used because one mesh is one draw call, and bsp is one draw call per polygon (so actually a few times less efficient).
  12. Well, I used both engines and actually the forums are same active. Although the UDK forums are a little bit more 'serious'. It depends which oen you like more. Although if you look at the commercial scene, ue3/UDK is way more used. And the tools are nearly the same, and as far as I remember the lciensing of unity, the free version was atually giving some limitations.
  13. Ehm, unity isn't far more popular. Actually in my opinion you should decide between Unity and UDK. Crysis is actually primary a shooter engine. But UDK and Unity aren't for sure. Both can be very easily used to create any game you want. UE3 got the award for the engine of the year. And in UDK you get all the features of UE3 except of native code acces. And in unity, the free version is a little bit limited. But in unity you can script in 3 languages(but you will propably use only one anwyays). So I advice you to try out both and choose. I tried out both, but like UDK more. Also, both engines have a giant community. And you should start with something smaller than a RPG.
  14. This might interest you https://www.coursera.org/course/ggp it's a course organised by Standford University, about General Game Players, but it starts the 30th of Spetember, so you'll have to wait some time for this one.
  15. I would advice you to choose an engine, unity and UDK (ue3) are propably the best at the moment (ue3 got 2013 best engine award), after you are familiar with an engine, and really know how to use it, how it works, you can start going low-level for learning purposes (something like c++ for example) but for serious games, better use an engine, remember, they are 1000ts of hours of Human work, use it. You can find more info about Both, in another thread i posted in, is in the same forum section, ca 5 places lower. something like need help to start game development or something like that.