Book and Basic suggestions?
I've decided, after much prodding, that I need to stop worrying about tools (languages, IDEs, SDKs, etc.) and actually learn to develop games. I'd like to know if any of you have any suggestions on a good book about game development, not just a particular tool. Do you see what I am saying?
"2D Game Development"
vs.
"C++ and OpenGL"
I'd like the 2D Game Development book.
More on the lines of how to develop games that are balanced, fun, original, etc..
Also, if it does use a language/IDE of some kind, I'd prefer something free or along the lines of a form of BASIC.
Thank you very much,
Timothy.
"2D Game Development"
vs.
"C++ and OpenGL"
I'd like the 2D Game Development book.
More on the lines of how to develop games that are balanced, fun, original, etc..
Also, if it does use a language/IDE of some kind, I'd prefer something free or along the lines of a form of BASIC.
Thank you very much,
Timothy.
When you say "learn to develop games", are you talking about game design? Large-scale development (multi-faceted project programming)? Or are you more interested in the technical how-to of plugging different pieces of programming topics together into one app?
If you're looking at overall game design, take a look at http://www.idevgames.com/forum/showthread.php?t=13381 and check out the book "A Theory of Fun for Game Design".
If you're interested in large-scale software development, there's no better way to learn than to work with a group (even a modestly-sized one) on a project, no matter how small. It also helps if there are deadlines involved. It's a completely different experience than programming solo, and it's something that every geek should try at least once so it's not a complete shock when you get a job that involves coding. You could also try contributing to an open source project (make sure it's well-coordinated), although this isn't quite the same.
The third possibility is one that is hinted at in nearly every game programming book, but (to the best of my knowledge) focused on in a non-platform / non-specific technology way in almost none. I've picked this up from having gone through multiple books and piecing things together, then searching online for the things that don't. Maybe someone else can recommend a good book I haven't read, but otherwise, I think the best way to learn this is to learn the specific topics first, then try and plug them together on your own. After all, the better you understand specific aspects of your code, the better equipped you'll be to understand how it works when you put everything together.
If you're looking at overall game design, take a look at http://www.idevgames.com/forum/showthread.php?t=13381 and check out the book "A Theory of Fun for Game Design".
If you're interested in large-scale software development, there's no better way to learn than to work with a group (even a modestly-sized one) on a project, no matter how small. It also helps if there are deadlines involved. It's a completely different experience than programming solo, and it's something that every geek should try at least once so it's not a complete shock when you get a job that involves coding. You could also try contributing to an open source project (make sure it's well-coordinated), although this isn't quite the same.
The third possibility is one that is hinted at in nearly every game programming book, but (to the best of my knowledge) focused on in a non-platform / non-specific technology way in almost none. I've picked this up from having gone through multiple books and piecing things together, then searching online for the things that don't. Maybe someone else can recommend a good book I haven't read, but otherwise, I think the best way to learn this is to learn the specific topics first, then try and plug them together on your own. After all, the better you understand specific aspects of your code, the better equipped you'll be to understand how it works when you put everything together.
"Who's John Galt?"
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