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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.

snug

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  1. I type 80 WPM / 400 CPM, so that means I can write about 2,400 lines (of 80 characters/each) in a work day if I don't take any breaks! But seriously, I like the comment that was made earlier about negative lines of code. That says it all, IMO. I do as much writing as I do deleting and refactoring. I love to delete code, especially other people's ugly-ass spaghetti grossness, and unfortunately, sometimes my own ("what was I thinking?!")
  2. [quote name='Hordeon' timestamp='1357842102' post='5019936'] Maybe u know something similar to XNA, but for C++? [/quote] Yeah check out SFML: http://www.sfml-dev.org/features.php
  3. @Hordeon: I was the one who suggested XNA, and I stand by that recommendation. If others have recommended it to you as well then that should really vouch for it being a good option.   I find that using XNA (with C#) gives a good balance of ease-of-use and power/flexibility (more so than, say, Unity). You still need to write a lot of your own code, but as Vincent_M points out you don't need to spend half your time messing around with content loading, external libs, etc. It really lets you get to the point and start creating something.
  4. They (well, Malcolm Gladwell) says you need to spend about 10,000 hours doing something before you're an expert at it. Based on that rule I'm an expert in at least 2-3 things so far, and I'm only 32 There is definitely value in sticking in with something until you get good at it, mind you, but if you happen to be passionate about more than one thing then why not pursue them? It needs to be for the "right" reasons though, or it'll never "stick". Edit: more directly related to the thread, here's a great blog post by Tommy Refenes (of Super Meat Boy fame): http://www.gamasutra.com/blogs/TommyRefenes/20130107/184432/How_do_I_get_started_programming_games.php
  5. There are two separate questions here: * does C/C++ perform better than X/Y/Z? * is it important to learn C/C++ to get a job in the industry? Anything that compiles to native code is going to run faster than something that doesn't. This is the reason engines are built in C++. But, as Servant of the Lord points out, most larger games use a high-level scripting language for actual game logic. There are many reasons for this: separation from engine/low-level code, reducing the amount of compiling that's required, allowing less technical users to script game logic, etc. I think it's important to learn a C-like language, as it's the basis of many low AND high-level languages, but I would argue that knowing C/C++ inside and out is not a necessity unless you're working on console games, or working on game engines directly (building them, or extending them beyond their original design).
  6. This reads to me like "flowcharting". What middle-school kid doesn't love flowcharting? But seriously, maybe a combination of designing game logic via flow charts (separate from the engine), and then implementing it in a basic scripting language (with some help from teacher)?
  7. [quote name='Hordeon' timestamp='1357673891' post='5019162'] To some extent I like math. Also who gets paid better? The man who knows everything or the one who rules only one section? I wanna be Lead Designer! I wanna become Inventor and Creator. Similar to god, except in Virtual place. [/quote] The expression is "jack of all trades, master of none". Pretty sure he doesn't get paid at all, because he can't find a job. "Designer" roles are generally more creative than they are technical, and involve storyboarding, writing, scripting, etc. Pretty much the polar opposite of engine development. There is no "God" in game development, unless you're working by yourself. A good team, on the other hand, is made up of people with very specific disciplines; people who really know their respective area inside and out. You should definitely explore the different facets of game development at this early stage, but at some point you will want to decide which area appeals to you the most and really focus on that. Good luck :)
  8. I suppose it depends what you consider "value". If you want to get a job in the industry some day then you will likely be working with an existing engine, unless you get a job on a tools or engine team, in which case you wouldn't be working directly on "games" per se. (I'm generalizing, mind you) If you want to do things at lower level then I would suggest learning Direct3D and/or OpenGL, as well as an audio library like DirectSound or FMod. Maybe a Physics library like Bullet, too, depending on what you're trying to do. For simple 2D games it's not too hard to wire something together using a combination of low-level libraries, though it can get pretty complicated once you get into 3D stuff (read: I hope you like math )
  9.   Game development and engine development are completely separate disciplines, at least in this day and age.   If you're interested in making games then I would suggest you try out some of the different off-the-shelf frameworks and engines out there (Unity/2D toolkit, XNA, Torque2D, etc.). These take care of a lot of "boiler-plate" stuff for you, and allow you to focus on actual "game programming" (i.e. focusing on "what" happens, instead of "how" it happens) It can be a good learning exercise to try to do everything by yourself, and this will definitely give you a solid foundation, but ultimately if you're doing anything bigger than pong/snake/etc. then there are huge benefits to using an OTS engine or framework. I would suggest XNA + C# would be a good combination, as you'd still be working with a C-like language.
  10. Well at the core it sounds like an issue with self-motivation. I struggle with this a fair bit in my life: there are so many things I want to do, and am perfectly capable of doing, but there's something holding me back (read: myself). Working a day job really compounds the problem (or at least that's what I tell myself) -- after a long day at work I don't necessarily have the energy to work on something, even if it's something I'm passionate about. If you aren't able to look inward for motivation then you can always try looking outward: join a team of motivated individuals, post your work on message boards for feedback/criticism/encouragement, join competitions, etc. Some people are great at motivating others in a positive manner; try to surround yourself with these types of people and remove any sources of negativity from your life. Also, try not to think too big. The more "little successes" you have the easier it will be to eventually work your way up to something bigger, and at the end of the day you'll feel a lot better about yourself/your work having actually completed a few projects. Good luck :)
  11. Apparently we were colleagues - Nice to meet you!