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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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I don't really like physics based games. I don't dislike them, mind, but I don't necessarily like them. I was born and raised and RPG man, and I remain an RPG man. The first "game" (and I use the term liberally) I ever made was an RPG. The last game I ever make will probably be an RPG. Unless I die right now, that is, because today I made a cheesy, quick Breakout knock-off. Why? I dunno, bored at work, alarmed at the prospect of my job potentially on the block because of the "healthcare reform" coming down the pipe (another term I use liberally), whatever. I just had an itch to do a Breakout clone and play with some physics for awhile, and so I did. I skipped the whole "do a breakout clone as part of your learning process" because... well... because I learned how to make games well before that became the common advice, and since I never liked Breakout anyway (wasn't very good at it, plus there were no hit points or experience levels)

It isn't much. Just a quick little five or six hour effort. I learned a bit about Box2D and general physics library usage in the process. It was built in Lua, using the Love2D library. It was a fun little diversion. Here it is, if you're interested. It's not at all polished, and I won't be doing anything more with it, but see if you can beat my high score (a whopping 480; those damned spinners). The levels are randomly generated, and sometimes you can get shafted by the generator, but that's part of the fun.


Edit for screenshotty goodness:


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I really like this.

The fact that you did this in just a few hours amazes me.
OK, it might not be the most sophisticated game ever made, but it's not trivial either.
It has realistic* physics/movement.
It doesnt look bad, nothing looks out of place.
It has responsive controls (although maybe a bit too responsive :P)

I only played the first level so I dont know if it has any more physics/puzzel elements then the fans, but I liked those..
The gameplay was overall fun and surprisingly hard and showcases creativity.

I know you didnt do this to get some wierd-ass review, but again, doing this in just a few hours is impressing to me.
Will be fun to see what you come up with next time you get an itch ;)

*from a in-game POV (it behaves as you would expect/want it to)

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Thanks, AlanSmithee.

To be fair, most of the hard work is being done by Box2D. I didn't have to write/tweak any physics routines or collision code. Those are the parts that take the longest with a simple game like Breakout. All I really had to do was tweak the system's parameters.

I did forget to mention that the game executable can be opened using a ZIP archive viewer (like 7Zip) to get at the source and assets. It's a tad messy, since toward the end when I was doing the UI and stuff I was already sick of the thing.

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