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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 harrysjoerd

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  1. The day has finally arrived! Caromble! Chapter 2 has been released into Early Access. Four new Story levels, two new Skill levels and above all, Focus, the first of 6 Arkatrons: Caromble!'s super special power-ups. Check out this brand new trailer where we introduce Focus: https://www.youtube.com/watch?v=taabJ_AGUIM Besides adding awesome new content, we have done much more in this major update: We fixed some bugs, juiced up the graphics, improved performance, tweaked keyboard input and added gamepad support. Furthermore, some of our players have mentioned that the difficulty in the chapter 1 levels was too high. So we have tweaked this and specifically for the last level to make it a somewhat more forgiving experience. If you like what you see, please check out our Steam page: http://store.steampowered.com/app/347660 Thanks for listening! With Caromble!-love and lots of explosions, Crimson Owl Studios
  2. Epic fail for not knowing Pang. I apologize for assuming you meant Pong:)
  3. We are currently working on a breakout-like game: Caromble!. At first we didn't have ball-ball collisions, but since shortly we've added it and we are very happy with it. It gives a 'surprise' effect to the player. It does make it a bit more difficult to play though, because it messes with your mind that was extrapolating the ball's position.   I'd say build it in, test it and see whether it makes sense in your game, given its difficulty and style.   Good luck. 
  4. In my opinion any non-discrete control > Keyboard. It is just doesn't give the amount of control you would want for a game like Caromble!   I think that using the leap can indeed be ergonomically ok, providing you have found a correct way to position your arm. Because in this case you only need one finger, you don't even have to raise your arm or wrist.
  5. Thanks for your reply. Leap motion is a motion controller, in Caromble!'s case you play only with one finger indeed.
  6. Me and some friends have been working on our first game Caromble! for the last couple of years on each Friday.  We have now also implemented the Leap Motion as a possible interface, here you can see it in action.   Using the Leap Makes it possible to add Leap specific features to the game, besides the ones shown in the video.   Would it be interesting to provide different versions of the game. One focussed on the Leap with added features and levels, or would that be overkill and should it just be seen as an extra interface besides mouse and keyboard?     We are currently on Steam Greenlight and hope that it will work out. Another option is to distribute it through the Leap store: Airspace. However, we don't want Caromble! to solely been seen as a Leap Motion game, so would that be smart? What do you think? 
  7. The five of us are part-time indie-game developers and have been working on our first game Caromble! for the last couple of years on each Friday.  We have now also implemented the Leap Motion as a possible interface, here you can see it in action.  Do you think the Leap Motion makes the game more interesting?  Would you prefer playing it with keyboard, mouse or leap? I myself found it more fun using the leap, but I wonder whether that is just caused by the newness of the device.  We are on Steam Greenlight and hope that it will work out. Another option is to distribute it through the Leap store: Airspace. However, we don't want Caromble! to solely been seen as a Leap Motion game, so would it be smart? Questions, so many questions. What do you think? 
  8. We are five guys that have worked as part-time indies on our upcoming Breakout/Pinball spin-off for the past couple of years. We are using the java port of Bullet: JBullet for the game, and we just wrote a blog post about using physics in game development. Especially on the topic of intervening in your physics simulation for the sake of gameplay. You can read it here Did other game developers here find it challenging to find the balance between using physics and intervention?  Of course we are also eager to hear your opinion about our game. We'll try and update the blog weekly. Feel free to follow us on twitter or on Steam Greenlight