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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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Lemma - demo is out!

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evanofsky

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[color=rgb(51,51,51)][font=Georgia][/font][/color]

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    [color=rgb(51,51,51)][font=Georgia]After an unexpected 24 hour delay, the demo is finally out, and the Kickstarter is live! I'm running on 3 hours of sleep, but here's some things you might not have seen since the last release:[/font][/color]
    [color=rgb(51,51,51)][font=Georgia]The bouncy cubes are now more like crumbly cubes. They crumble when you touch them.[/font][/color]
    [color=rgb(51,51,51)][font=Georgia]WickedSereneAmazonparrot.gif[/font][/color]

    [color=rgb(51,51,51)][font=Georgia]After getting some fantastic feedback from the wonderful folks on Reddit and TIGForums, I went on a level design rampage and re-worked a few of the tight frustrating areas. Here's one of the redesigned sections:[/font][/color]
    [color=rgb(51,51,51)][font=Georgia]yPvFi4hl.jpg[/font][/color]

    [color=rgb(51,51,51)][font=Georgia]I also made a significant change to the movement code for the first time in a while. Your momentum is now maintained when turning, unless you do a complete 180. Surprisingly, it didn't break any of my level design. The same places are still accessible or inaccessible, but the game just feels much faster and more responsive.[/font][/color]
    [color=rgb(51,51,51)][font=Georgia]If you haven't seen the game since Alpha 3, there's just no way to cover all the things that have changed. It's like a whole new game with over 194 revisions since then, with two major features and most of the old levels being thrown out. So please give it a shot and let me know what you think![/font][/color]
    Mirrored on my blog

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Looks awesome, not seen water in this before. Will get the demo and give it a whirl.

 

EDIT: Just fails silently to run here, guess because XNA not installed. Will get that installed but be good to error message when this happens.

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Yeah I tried to figure a way to show an error message, but it's a .NET thing, if any of the assemblies are missing it just bombs. I used to have a tiny launcher EXE that checked dependencies but it caused more problems than it solved and ended up confusing people.

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