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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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You did it! Native game development is coming to Linux

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JoshKlint_34394

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[color=rgb(0,0,0)][font=arial]In just three weeks, the Linux community has successfully funded the development of [/font][/color]Leadwerks for Linux[color=rgb(0,0,0)][font=arial]. This means we're going to bring Leadwerks 3.1 to Linux, with native support for developing Linux games...so Linux games can now be completely free from Windows.[/font][/color]



Greenlight


[color=rgb(0,0,0)][font=arial]It's been an amazing few weeks. During this time, we also successfully completed our Greenlight campaign to make Leadwerks available on Steam and take advantage of features like the Steam Workshop. You can see from the graph below that our campaign did better than any other software in Steam we had data for. The votes look like they would have gone a lot higher, but Valve approved us early![/font][/color]

[color=rgb(0,0,0)][font=arial]1.png[/font][/color]

Megatextures


[color=rgb(0,0,0)][font=arial]I also had a chance to prototype the major feature of Leadwerks 3.1 I was most concerned about. I wanted to implement a new terrain system that would remove the limitations of our old one, and thought that a technique I call "dynamic megatextures" would be a good solution. Basically, this works like id Software's megatexture technology, only the virtual textures are generated on-the-fly rather than being paged from the hard drive. This means the entire terrain can be uniquely textured, but it doesn't require the hard drive space megatextures usually need:[/font][/color]

[color=rgb(0,0,0)][font=arial]6.jpg[/font][/color]

[color=rgb(0,0,0)][font=arial]Getting that knocked out of the way makes me confident we can deliver Leadwerks 3.1 for Linux according to our original vision.[/font][/color]

[color=rgb(0,0,0)][font=arial]Congratulations, Linux community! I'm happy to make Linux a core part of our company's focus moving forward.[/font][/color]

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I'm happy for your recent success.You should write an article that gives details about how you were able to do you kickstarter and greenlight campaigns.
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