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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 InfamousTDK

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  1.   You can do a lot in Unity with C#... if you know how.     Now, I am not sure what your question here really is.     If your question was if you have to use the editor:   Unity is just a tool that takes your input (scripts, 3D Objects, Sounds, ...) and builds an executable game out of it. How you structure your project, is completly up to you.   Of course, Unity was meant to be used with their Component-based architecture: You use the editor to create a level by placing 3D Objects, assign physics compoents, and in the end write behaviour scripts attached to the objects in the scene to get things moving.   But you don't have to. There are multiple people building their Unity projects in a completly different way.   For example some people will create scripts, or maybe even c++ Programs (yes, you can run them from a Unity script... You just can't open and change them in the Unity editor), that will generate stuff on the fly. They will place your mobs or other level objects, they might generate completly random levels, and so on. Here, the code in the C# or Unityscript script or C++ Program will create the levels needed for the game, without creating them in the editor.   Of course the editor is still useful for some tasks. Importing 3D Objects and Textures for example.      If your question is if you can write everything or if you have to copy and paste:   Of course! That is the ultimate goal of every tool like Unity to give you the ability to write your own code and come up with original ideas nobody else has thought about.   But don't be afraid to use the occasional sprinkling of some copy-pasta code when you get stuck on a problem. Most professional programers are masters of the arcane arts of Google-Fu... its part of the secret to their awesome code (because to become good at something, you will need to learn from others first).   The good thing about an Engine with a huge community like Unity is: if you want to code away on your own, you can. If you get stuck and need to get some help, its always just around the corner.     If your question was just about the way you place Objects in the Scene in the Editor:   I think even in some of the most basic tutorials you will learn how to instanciate a prefab. What "Instanciating a Prefab" means is: You have a preconfigured object (with physics, 3D Model, attached scripts) and place it somewhere in the running game.   How you create your prefab is up to you. Easiest is probably in the editor with drag and drop, you could of course also do this in code. Yeah I was basically asking can I code from scratch and was asking what language was more worthwhile to learn for it, of course there would be some things I'd have to google and use from others. But yeah I basically wanted to learn a language and eventually code a project, nothing big or fancy
  2. I am right in thinking that C# can be used completely in Unity to create a project from scratch? Meaning by using that I can just use code to create a game, instead of the copy/paste of items and such
  3.      http://www.microsoftvirtualacademy.com/training-courses/c-fundamentals-for-absolute-beginners   Got nothing to do with Unity but if you want to become a game programmer imho you should learn to code first and worry about Unity later. Thanks for the help. Yeah I want and am willing to learn a language. I may have missed that bit in my op, but I wanted to ask which is most worthwhile and relevant to use later on with unity. I appreciate the link and I'll check it out.
  4. Thanks for the response. Can you recommend any books, website or videos to learn C#
  5. I asked a question what engine to use and I've decided after reading the replies and reading up, to go with unity Now I want to ask, I know no languages so I'm new to this. In regards to the engine should I learn both unityscript or C#, or should I focus on one just one. If I should do both what should I learn first, time is not a issue for me so I can go as slow as needed. One last thing any good places to learn or even a book you recommend based on the answer you can give to the language question above. Thanks for your time and patience
  6.       Okay, thanks I'll check and try it out.
  7. I'm a beginner and looking for a game engine which takes that into consideration but also provides the best resources to create what I need   I want to make fps games and hopefully move on after that. Not looking to strike big and I will be putting in a lot of hard work.   But what engine should I use that has the resources, community, ease of use and of course one that strikes my genre the best.   I've heard many things about UDK, Unity, Cryengine and Unreal engine but most of those posts are years old and I want to know currently what is the best for a beginner such as myself.     Sorry if this is in the wrong section, and any help is greatly appreciated