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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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About erlend_sh

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  1. Always happy to spew some words out. Bring on any questions you'd like ;)   Would love to do a public post mortem, hopefully we can set aside the time needed for that. Still got a few more weeks of marketing to do though, as that's a crucial part of any indie game development cycle.
  2. Our experience is that it's ultimately easier to target the parents. Going through schools and municipalities you can sometimes strike gold and get one of those huge sales, but it's a long and tiring process with a lot of red tape. It's especially funny to see how many educational institutions see us in a negative light because we're a "commercial company", while at the same time they get all their books from big multi-million publishers who drop off the "corporation radar" simply because they've been dealing with them for decades.   The people buying our game (parents) are not the same as the people playing them (kids)! This presents a very interesting challenge. We rely heavily on our product being good enough to be spread by word of mouth and high quality media, like this recent Forbes article. We don't have a big marketing machine, so the game simply has to deliver on what it promises so it's shared organically.       I wholeheartedly believe the game is well worth the price. As for having a demo, that's something we're debating daily.   Two main concerns with regards to having a free demo: We don't want to split up our reviews (Demo app vs Full app) We fear that some players will not take the time to truly understand the underlying teaching value of the game, and just dismiss it as a hyped up puzzle game.
  3. Thanks Thomas!   These are interesting times for premium games. Barry Meade from Fireproof games wrote a very interesting article about it. So now we have to figure out if we stay the course and keep making premium games over longer development cycles or switch to a "Minimum Viable Product" approach for instance.   As an educational game we have some extra limitations though. For instance, we couldn't even implement an "ethically sound" version of in-app payments if we wanted to (e.g. $20 will net you everything the game has to offer) because IAP-games are excluded from the Education category on the Appstore.
  4. We recently released our second game, DragonBox Elements.   http://vimeo.com/96069122   Our goal is to convey the 5 big ideas in mathematics in less than 20 hours of game play. Functions Geometry (check) Statistics Algebra (check) Numbersense Our guiding principle is to design games that are inherently based on mathematics, as opposed to math simply tacked on to generic gameplay.   Would be more than happy to chat with anyone who has tried one of our games with their kid(s)!
  5. An up-to-date gameplay preview is now available on YouTube. Your thoughts and questions are most welcome: [youtube]http://www.youtube.com/watch?v=qtsiSUIG00s[/youtube]
  6. If anyone's interested in Entity Systems, we recently put up a post about exactly that on our IndieDB page. [url="http://www.indiedb.com/games/attack-of-the-gelatinous-blob/news/the-entity-system"]http://www.indiedb.c...e-entity-system[/url] It's pretty much a "primer on entity systems", so if you're unfamiliar with the concept you should still be able to follow along. On the other hand if you're already employing entity systems in your grand scheme to take over the world, you'll probably learn nothing new. Also put up a little sample from the editor workspace the game is being made from. A big stretch goal of ours is to make the game fully moddable. [url=http://media.indiedb.com/images/games/1/20/19783/ss-editor.png][img]http://media.indiedb.com/images/games/1/20/19783/ss-editor.png[/img][/url]
  7. [b]Hello GameDevers! We'd like to share with you a project that's been sporadically worked on for about 2 years now in the form of multiple iterations.[/b] [b]Introducing...[/b] [img]http://i.imgur.com/bMHfT.png[/img] [youtube]http://www.youtube.com/watch?v=6DoYdSACFqQ[/youtube] The game is still in development. Public beta is expected out by the 3rd quarter of 2013. This is going to be a single-player RTS. As such the enemies, which will be mainly composed of urban civilians and the army, must be both challenging as well as entertaining. AI is a big focus for the game and will be achieved using [url="http://www.indiedb.com/games/attack-of-the-gelatinous-blob/news/a-look-into-the-ai-goap/"]GOAP techniques[/url]. [img]http://i.imgur.com/Zn1NQ.jpg[/img] [img]http://i.imgur.com/bhSL6.jpg[/img] [img]http://i.imgur.com/GyX9r.jpg[/img] The game was [url="http://www.indiedb.com/games/attack-of-the-gelatinous-blob/news/introducing-attack-of-the-gelatinous-blob"]first announced on IndieDB.org[/url], and that is our main hub for continuous updates, in combination with Twitter. We'll do our best to keep threads like this one up to date though. Fore more, see: [url="http://www.indiedb.com/games/attack-of-the-gelatinous-blob/"]Attack of the Gelatinous Blob on IndieDB[/url] [twitter]aotgb[/twitter] [b]Thanks for reading! Now we'd love to hear how you like it so far, and what you might want to see or do in a game like this.[/b]
  8. Ah, I'd forgotten about the GD.net thread. The book is in fact done, we're only waiting for PacktPub to complete their reviewing process, which is taking an unprecedented amount of time. Sorry about the delay, I hope we'll have some good news to share shortly.
  9. [url="http://playotherside.com/2012/01/milestone-1-completed-first-downloadable-version-released/"]Read original announcement[/url] "Otherside" is a puzzle-platformer, currently in development by a group of 6 students from the Vancouver Film School. We've been developing this game for about 3 months now. After one week in full production, we are now ready to publicly release our first pre-alpha release. We will greatly appreciate any fellow game developers testing our game; it'll only take 5 minutes. In its current state the game is very buggy and it's got no end state. We're hoping that the gameplay elements implemented thus far are enough to convey the essence of fun in our game. [img]http://media.indiedb.com/images/games/1/17/16608/in-game_screenshot2.jpg[/img] [img]http://media.indiedb.com/images/games/1/17/16608/in-game_screenshot3.jpg[/img] [url="http://playotherside.com/"]playotherside.com[/url] [url="http://www.indiedb.com/games/otherside"]Otherside on IndieDB.com[/url] [url="http://www.facebook.com/playotherside"]Otherside on Facebook[/url] [url="http://www.youtube.com/playlist?list=PLFD81AF399FA701AC"]Otherside on YouTube[/url]
  10. Introducing [url="http://playotherside.com"]Otherside[/url]. This is a simple puzzle game still in early development. The core mechanic is cube movement, i.e. rotating, sliding and flipping cubes in order to create new paths to traverse through. After a few weeks in pre-production, our first [url="http://playotherside.com/2011/11/whats-this-a-playable-demo/"]prototype is available for play online[/url]. Additionally, you can view this brief walkthrough of our demo level, demonstrating all the types of cube movement available in Otherside. [media]http://www.youtube.com/watch?v=p6fD4KwTHY0[/media] Kindly post any bugs you may encounter to [url="http://bugs.playotherside.com/"]bugs.playotherside.com[/url]. Guest posting or registration is up to you. [i]Thanks for your time,[/i] [i]~ Team Hotsauce[/i]
  11. Yep! If Minecraft can be called a genre I think it's safe to say it's already the equivalent of what WoW is for MMOs, so I don't think Notch & co feels threatened. If anything, they should be happy to see that the game is inspiring content even outside of its own boundaries. From what I could gather, Paul is is targeting those of us who were fascinated by the Minecraft concept, but could never quite wrap our head around the "fun factor". I'm definitely excited to see how Mythruna deploys many of the similar mechanics, while taking a new path in terms of player motivation. (and I dare say the visuals are already quite stunning! [img]http://public.gamedev.net/public/style_emoticons/default/ph34r.gif[/img] )
  12. We are very proud and happy to announce that Ruth Kusterer, on behalf of the jMonkey team, will be authoring a "jMonkeyEngine 3 Beginner's Guide" to be published by [url="http://www.packtpub.com/"]Packt Publishing[/url]. [img]http://jmonkeyengine.org/wp-content/uploads/2011/02/packt-beginners-book-white.png[/img] Those interested can read the full announcement on [url="http://jmonkeyengine.org/2011/02/25/publishing-deal-signed-with-packt-for-jme3-beginners-book/"]our blog[/url]. [font=verdana, geneva, lucida,]The book is still in early development, so we'd be very happy to hear your thoughts on what you think this book should entail.[/font]
  13. The boat->land transition is simple yet effective!
  14. OpenSource.com just published this article, written by yours truly: Open source games: It's a team effort A lot of it is based on my experience with a game that I tried to do together with Kirill Vainer, the lead developer of jMonkeyEngine 3. Some GDnet oldtimers (well now, it's only a couple years ago) might remember "Radakan". Funnily enough, this game was in part the beginning of jME3, and I might write about just that and other benefits of open source game development in an upcoming article. Last fun fact: This article was based on a answer I previously typed up over at gamedev.stackexchange.com: Where to look and begin with open source game projects It came to mind a while after just as a random pop-up in a conversation with the jMonkey team, and I realized an article could be made of it. I'm sure several others could do the same with some of their more memorable rants over the past few years, am I right?
  15. [quote name='Aardvajk' timestamp='1296979315'] Damn you - I just followed your link and lost about two hours playing the Grappling Hook demo [/quote] Grappling hook is brilliant That is time [i]well spent[/i] if you ask me!