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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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Steam Launch Recap and Steam Dev Days

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JoshKlint_34394

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[color=rgb(11,25,2)]On Monday, Leadwerks Game Engine: Indie Edition was finally launched on Steam. Before the Kickstarter campaign there was a Greenlight campaign to put Leadwerks on Steam, which it got through in just 27 days. Based on the success of the Kickstarter campaign, I decided to delay the Steam launch and try to get Linux done in time. However, there was one serious deadline I could not miss, and that was the Steam Dev Days conference next week. I knew we needed to have an actual product on Steam by then, and not be stuck in Greenlight limbo, so I went ahead and put what we had up, which is Windows-only. Steam keys were sent out to all Kickstarter backers who chose a software reward.[/color]

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[color=rgb(11,25,2)]The launch went remarkably smoothly. Due to the limitations of the product (one OS, Lua-only) it made testing and updates much easier than if we tried to do a multi-platform launch all at once. There have been two patches, one to fix compatibility with Nvidia Optimus laptops, and the other to fix a few miscellaneous problems that didn't come up during beta testing.[/color]

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[color=rgb(11,25,2)]The response from the early users, and from those of you who have tried it on Windows, has been very good. We seem to have hit the right formula with our combination of BSP brushes, navmeshes, Lua, and the flowgraph system. User engagement is high and I can tell that people "get it". We're starting to see content trickle out on Steam, and I can tell already this year is going to bring some really cool projects made by Leadwerks users. The decision to build a friendly workflow and focus on enabling user-generated content was a good one, as we are already seeing some impressive stuff come out, after only a few days, like this high-res tessellated material from "Shadmar":[/color]

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[color=rgb(11,25,2)]Now that you have a more concrete idea of what we're building, I hope you are more excited than ever to have this running natively in Linux. I am returning my full attention to Linux development now. There's nothing else I need to work on but this, and I am determined to have Leadwerks, editor and all, running natively in Linux no matter what it takes. Steam Dev Days[/color]

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[color=rgb(11,25,2)]Next week I head up to Seattle to attend Steam Dev Days for two days. I'm not giving any lectures or doing promotion, so it will be a relaxed trip with no prep work. This is going to be Valve's conference for the Linux-based SteamOS. SteamOS is an open console operating system. 13 hardware manufacturers showed off their "Steam Machine" consoles at the Consumer Electronics Show last week.[/color]

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[color=rgb(11,25,2)]My personal favorite is the Scan NC10:
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Leadwerks (the engine) will reportedly run on these machines right now with no changes. I'll learn more next week at the conference and share what information I can with you. Can Linux Take Over the Living Room in 2014?
I'm going to go ahead and call it now: Linux is going to take over the living room in 2014. Why?[/color]

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    [color=rgb(11,25,2)]Compatibility: Steam Machines are backwards-compatible. You can play your old games forever.[/color]

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    [color=rgb(11,25,2)]Market Segmentation: Steam Machines will eat the market from both ends. There will be extreme high-end models as well as inexpensive compact models.[/color]

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    [color=rgb(11,25,2)]Visibility: Traditional consoles get a big launch every seven years. Steam Machines will have continued releases, probably on an annual basis like cell phones.[/color]

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    [color=rgb(11,25,2)]You can watch the man himself, Gabe Newell, talking about it here:[/color]

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    [color=rgb(11,25,2)]Again, I would like to thank everyone who backed our Kickstarter project and had the foresight to realize Linux gaming was about to explode.[/color]

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No project made on leadwerks will ever be good. Just like unity. C/C++ to the end!
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Our standard edition is actually all based around C++11 and will be available on Steam soon.  I just felt it was easier to start distribution with something simpler, get the problems worked out, and then add the C++ project templates.  This allows access to the full API with the same class structure as what Lua is using.

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