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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 lakibuk

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  1. Quote:Original post by AndreTheGiant How much longer is the full game than the demo? Are there replayability features like create-your-own-levels ? According to this review,it's not very long: blog.graduategames.com/2008/10/world-of-goo-review.html Will get it anyway. Quote:Original post by AndreTheGiant I just finished the demo, and collected 97 balls. I could have collected more balls but I only played each level once, definetly could have gotten more if I wanted. With the 97, I was able to get the big tower challenge up to 12 meters or so. Not sure how some people are getting way higher than that. Hey, i have 97 after finishing the demo,too. Look for that cloud called Blueskied. People with the full version can collect more balls, so their tower is higher. Or do you mean there are towers with only 97 balls which are way higher?
  2. They just released a PC demo. The game was developed by two guys, ex-EA Games employees. It's a cool physics puzzle game: http://www.2dboy.com
  3. Congratulations! What games are you working on?
  4. Hi! Nice to meet you too.
  5. I'd recommend these reg-service providers: BMT Micro http://www.bmtmicro.com/ Plimus http://www.plimus.com/ Both charge 10% of sale's price and offer good reliable service.
  6. I am working as part-time application programmer 24h/week. This pays my bills and leaves me enough time to write games. The trick is: cut down your expenses.
  7. Right. The big sites got huge traffic. No way you can attract that many people to your website by simply putting your demo on download.com.
  8. By the way: Even big casual games sites like Realarcade don't care too much about copy protection. So you'd better concentrate on finishing your game instead of thinking about sophisticated protection methods.
  9. I have a separate full version for my shareware game. No problems with this so far.
  10. Oh,i see there's something strange in my nested if-clauses. Will check it out.
  11. Yea, i was thinking of the message pump,too. Here's my code from WinMain(). Doing anything wrong? while( 1 ) { if( PeekMessage( &msg, NULL, 0, 0, PM_NOREMOVE ) ) { if( !GetMessage( &msg, NULL, 0, 0 ) ) { return msg.wParam; } else { TranslateMessage(&msg); DispatchMessage(&msg); } } else if (true) { g_Game.mainloop(); //my game logic else { WaitMessage(); //Window not active,wait } } //while(1)
  12. I am developing a game with VC++. There's this strange effect. After i close my game app, i am unable to switch to other apps (like opening ICQ) for a few seconds. All windows actions seem to be delayed then suddenly appear after the delay. Is this the fault of my game app? Am i disturbing the windows message queue or doing some other wrong things like not cleaning up stuff?
  13. Try to think about to whom you want to sell the game. For example there are some big shareware portals like Realarcade or BigFishGames who mostly sell games to casual gamers. Over 50% of their customers are females aged >30. So they are successful with simple highly polished puzzle games.
  14. I do. And I know some other people who sell shareware games too. So it's possible, but not easy. You not only need a game but have to market it. That means, how will you get people to your website to download your demo? www.blueskied.com