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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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Tim Coolman

Separate input for additional 10-key keypad

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I am writing Windows DirectX 11 software in C++ for which I would like to receive input from both a regular keyboard and a 10-key keypad. I would like a secondary user to be able to input from a 10-key keypad without disrupting the use of the full keyboard by the primary user. For example, if the primary user is typing into a text box, I would like the secondary user to be able to send 10-key data to the software to be handled separately so it does not affect the text box input. I am currently using DirectInput for both mouse and keyboard. But if anyone knows of a solution through the Windows API, I would consider that as well.

When I create my keyboard device in DirectInput, I am currently using the GUID_SysKeyboard value, which lumps both keyboards into one so that my software can't discern the source of keyboard input. Is it possible to use EnumDevices to identify the two keyboards and create separate DirectInput devices? I imagine it would be, but I'm not sure how to go about identifying each device from the DIDEVICEINSTANCE structure provided to the EnumDevices callback. I would like to make this as generic as possible so it can be used with different combinations and models/brands of keyboards.

Thanks in advance for any help or suggestions!

(Note: I posted this same question on [url="http://stackoverflow.com/questions/13652811/separate-input-for-additional-10-key-keypad"]StackOverflow[/url])
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I'll bump this once just because I posted this topic late on a Friday afternoon. Anyone have any ideas on this?
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