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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 colonycapture

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  1. Unity

    For many years, my colleagues and I scoffed at the Unity engine in favor of Torque because Torque gave us source access.   The physics engine was giving us crap? Code dive, debug, fix it.   Oh, one of their undocumented API calls is failing/you don't know what it does? Just look at the source and figure it out.   Granted Unity has a lot more documentation and a great deal of support, you still don't GET the source unless you pay quite a hefty fee. And it's still bugs me to this very day (Even though we've since switched to Unity)
  2. I'd try a good game engine, not because you need one, but because they tend to have AWESOME help for beginners to use their engines (Which will also teach you how to code!) We use Unity
  3. About 40 hours a week. Was in the industry for about 4-5 years, burned out. Went to an easier dev job outside the industry and now I get to do my own game dev in the evenings instead =)
  4. Shadowrun Returns was done in Unity, check that game engine out. We use it too =)
  5. This is a very good question that plenty of budding game developers hit. We actually recently wrote a teaching document that covers this issue here:   https://docs.google.com/document/d/1WSccZfWbInBAJvjU4to-np0UzXYa9Tllm7WCda612GM/edit   It's a bit long, but your problem is quite complex. Quite simply, you've created a nice little game engine with some features. Which don't get me wrong, is freaking awesome. So many people never get this far at all (Maybe 15-20%?). I commend your efforts.   The problem is you're not really experienced in making an entire game, you've definitely gotta learn this stuff but when professional developers make their games they don't code anything at first. They go through a long pre-production process where they design, playtest, and refine the game. Because every bug you fix BEFORE you have to code, is a whole hell of a lot less work.   I'd suggest you read the  thing  linked, it addresses the very beginning of a game project and how we went about it for our current little project. Specifically, you probably want to design out and solidify your vision for what you want your game to be, what you want it to accomplish, and let that lead into all the things you have to do to make that happen.   If you got a moment, check out our project on Kickstarter, it's specifically designed with folk like you in mind (We're trying to teach people game development!) http://www.kickstarter.com/projects/cwssoftware/colony-capture-teaching-games-through-doing   Cheers!
  6. Learn a  LOW level programming language (C is good) REALLY well. Now you can learn most other languages in 2-3 days. Learn a few weirder ones that aren't C-like (Scheme,Lisp come to mind). C++ which is what you're currently learning is fine, but I (And many other hardcore professional devs) want people to understand memory management and if the lowest programming language you know is C++ you will be lost at a lot of things that have become recently important in mobile game devleopment.   Relations to game engines to coding : In essence game engines are like giant libraries to make games. Some are much more complex and bigger then others, but in essence it's a tool you use to make your game that takes care of things you don't want to code yourself. Which is fine, because we wouldn't be very far if every time we wanted to make a game we had to code our own graphics rendering and physics (Though people that can and do, do this, are awesome).   Starting learning to make games without coding.. Is this possible, yes? There are plenty of plug and play game creation gui driven game engines that hide all the code. But I would buckle down and learn coding, cause you'll need it sooner rather then later.   If you become a software engineer, you can uh, join any gaming "Field". Most software engineers become some kind of coder/programmer/software engineer in the industry. It's a pretty generic role. I myself programmed in the game industry on many games whose skills directly correlated to what I'm doing now in the scientific/medial field instead of games. So you'll have plenty of options. Also, joining the industry as a programmer is probably the path of least resistance due to the lack of software engineers in general in the world to meet the extreme demand.
  7. Ooo nice. The previous poster all had great stuff for your pathfinding problem. What I'd mention for advice is that Unity has LOTS of stuff in the asset store for pathfinding (You are NOT the first person to have this problem). And the most difficult AI I've ever had to learn about and use in games is probably neural networking.   http://en.wikipedia.org/wiki/Artificial_neural_network   Ps. If you want some AI Tutorials we actually did a huge AI tutorial (Using the Strategy AI pattern) for promoting our project whose goal is to teach people game development. Myself and one of my lead programmers focused on AI in school and in the industry so it's something we really enjoy =).    Edit: I thought Unity supported NavMesh obstacles for the free version. Can you not use these:    http://docs.unity3d.com/Documentation/Components/class-NavMeshObstacle.html
  8. Heya GameDevForums. Not too long ago my team has launched a Kickstarter whose goal was to teach game development. http://www.kickstarter.com/projects/...-through-doing We hope to accomplish this in the following ways: We're making a base puzzle game as professionally and nicely as possible. We want it to be fun, and as high quality as any game on the market in a similar space. From this good foundation, we did augment some of our work on it to accommodate learning (More documentation, in line comments, design choices that help enable teaching/learning/expansion into other projects you wouldn't find in some specific game code). In addition, we hope to pair it with text-book style documentation for use by teachers in a classroom setting (Or students who want to just self-learn), video "Let's Make" and live work video documentation for visual learners, and all of the technical specs, production docs, game design sketches/playthroughs/pictures for study by a potential student.   We chose Unity as the engine to make this game because it enables us to share easily, it's a great and easy engine to learn (With lots of languages a potential student could learn to use it with), and because it's becoming a quick industry standard for cross-platform games. Most of us are current or ex-mainstream game developers, many of us in our jobs have switched or are switching to Unity, and because many aspiring game developers want to get into the industry, or at least learn and emulate their best practices, we went with Unity for this project. Some of the interesting things we're going to do with Unity are things like: - Testing: Several of my current and former colleagues worked on a Unity plugin called Strange (http://forum.unity3d.com/threads/186...or-Unity-amp-C) Which is a framework that provides Inversion of Control into Unity. For those who do not know what that is, the biggest win from it is that it more easily allows you to write testable code in Unity to make development faster, easier, less buggy, and more optimized. BIG win for any developer. When this was presented by one of the authors of Strange to a person working for Unity at GDC he quote said "You're doing God's work." So perhaps, even if you're not too familiar with the concepts such a thing like this provide, that maybe you should learn it and apply it to your works as well! - Organizing a larger game and pitfalls to avoid: There's a lot of pitfalls newer developers make after making their first game and transitioning to a larger project. There are specific problems and hurdles (Usually in the structure of the entire project, good source control/testing etc) that we want to explore that there aren't necessarily great ways to do in Unity. Many mainstream developers refused to use Unity until they made using mainstream source control like SVN/Perforce/Git much easier and stable to use, and also free, for example.  If the project succeeds we will be posting the game wherever we can (Check us out on Greenlight!), If you guys have any questions, or want to support us, feel free to ask us here or on our Kickstarter. You can also send an email to colonycapture@gmail.com. Thank you for listening, if you like our idea, our game, or our Kickstarter, please support us in any way you can. Whether it be talking here, emailing us, commenting or sharing any of our social media stuff (Facebook/Twitter/Youtube), or backing us on Kickstarter. We want to make the game industry a better place, so more people can make great games. And we want to do it with Unity and you guys
  9. Who is this written for? Do professional developers need this help or is this for folk trying to break into the industry?