I would be nice to learn how to make your code engine-independent by creating a layer between game logic and render and network, or to learn how to wisely choose engine. Because game engines tend to be able to do almost everything for you and so you plan an architecture thinking you can do it this way but sooner or later you realize that's not how your engine of choice works...
This looks like it’s going to be happening! Go back it over on Kickstarter and let’s make this project awesome.
Can this idea be coupled with "Infrastructure for game development and public release"? (http://help.gamedev.tv/forums/356757-content-suggestions/suggestions/17593408-infrastructure-for-game-development-and-public-rel)
The idea is to have a engine-independent knowledge of game architecture and design, frequently the design patterns used in devlopment are linked to the actual architecture (client-server or only client, launcher or not etc ?)
I'd like to learn that too!
It could also be a good way of creating base NPCs that you could then re-import in Blender to work on some details?
I also want to learn more about CryEngine and also want to do it in C++ rather than C#.
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We will be adding another section to this course :-)