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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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Daath Galaxy - New Platforms Announced & Soundtrack Songs To Listen To

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BlackLodgeGames

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Daath Galaxy so far has only been confirmed on PC, but after some successful tests, it appears that a Linux native version will eventually reach the light of day.

When I say "eventually" what I mean is that there is no set release date for the Linux version of Daath Galaxy. First, the Windows version needs to be competed and released. Linux support will be after launch. Luckily, a Linux version will mean a Mac OS X version will also surface. At this point, it is likely that those are the only 3 supported platforms, but we'll re-examine that after the game launches.

In other news, you can listen to 4 songs from Daath Galaxy right now (out of the 40+ songs that are in the game.) You can listen to all 4 songs here now:
https://soundcloud.com/madchenkraft/sets/daath-galaxy-ost

Finally, here's a new screenshot:

combat02.jpg


In this screenshot we see the player targeting the enemy's Life Support systems. Future versions will provide better visual feedback. Auto-fire requires no manual control, which is great for easy enemies. For more difficult enemies, it is wise to target one or more specific systems. Doing so requires some type of (usually) timed button combo or precise aim in order to successful hit the targeted location.

Thanks for reading. We'll continue to keep you updated on our progress here at gamedev.net!

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The green ship has a very cool art style. Happy to hear that you have been able to find a way to increase the size of your customer base by including the Linux and Mac OS.

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