Creating books for these types of games is something I want to keep doing. When I finished up The Word Is Not The Thing I got the chance to figure out how to do so. After learning about the different print on demand service offerings and finding the right balance between them, I decided to go with Kindle and Itch.io with the possibility of using IngramSpark for expanded distribution. On top of researching the best options, I also got to figure out the specifics of using Kindle Direct Publishing in terms of trim sizes, bleed/margin requirements, types of binding, ISBNs, cover design requirements and the possibility of offering a free Kindle version.
The book itself was designed through Affinity Publisher Beta, which surprisingly didn’t give any real issues, even with my working files being up to 1GB in size. Outside from deciding the layout and figuring out the front matter/back matter, the rest was pretty straight forward. I wish I had determined the print version margins before designing the final pages, but that is something I am aware of for next time. The next book will be using color and I will try to keep make it shorter. Also, after getting the proof from Amazon I decided to make a few changes from the initial version. I ultimately used more white as Amazon didn’t seem to be able to trim some of the black pages correctly.
I also really enjoyed forcing myself to write the preface for the book as I am looking to practice writing about the type of things these games go into in a way that is more relatable, creative, and immersive. The leftovers of my business school writing style may slowly fade away and get replaced with something more absorbing and crunchy. It was good practice and I ended up writing a description for the game that I’m now using on the game page as well as for the book description.
Up next is continuing to tell people about this game and starting preproduction on The Creation of a Self.
All versions of The Word Is Not The Thing are now available. I was able to get the Android version up but only used the emulator for testing. Maybe that will be okay. Maybe not.
I've been working on the book for The Word Is Not The Thing. It's "a book about the game." It's intended to be part compendium and part the game itself, as far as it can be transferred onto a page. I think it's possible to do this since Mavenmob games are designed to be played within a short timeframe. I also want to provide a non-traditional gamer audience with something to maybe bridge them into Mavenmob games. I also want to vary the discovery of the games outside just digital and this is a good way to get something physical out there. So, my recent learning about how to create and publish a book will definitely come in use for any future games I create.
For now, I've decided to go with a 5.5"x8.5" final size book with perfect binding and to have the books printed and distributed through Amazon's Kindle Direct Publishing service. I think I'm going to end up with 150 pages given how I've planned things out. As for the digital version, it will be free and available on Kindle, Itch.io and maybe Apple's Books service.
Up next is finishing up the book, cleaning up little external things and moving forward in that direction for this game.
Get more frequent design insights, screenshots and more on mavenmob’s patreon blog. You can view it here: https://www.patreon.com/mavenmob/posts
The Word Is Not The Thing - Update 6
I had a chance to finish The Word Is Not The Thing. The past two months have been a little bit busy, with packing, planning, moving, and settling in, yet again. This time I moved across Canada, by driving, and decided to set up for now in Montreal, and go from there.
Since my last post, I was inspired to add some more visual effects to the game, so I added more lighting, blurs and shakes. I think overall it adds an appeal. I had to keep in mind that they can be distracting so I kept them off the zoomed in portions of the game. I also made three word sizes and their corresponding particle effects. Overall, I cleaned everything up, from spelling, word counts, textures, spacing, clarity and flow. On top of that I updated the game page with a video background. And in the end, there are 150 words to play with.
I also updated the trailer and created some animated gifs and screenshots and put the full version on Steam. The iOS/Android versions will follow shortly. I will also create a PDF booklet for the game because I think that's worth doing. I'm going to use Affinity Publisher, hopefully the beta is stable enough for what I need it for.
Get more frequent design insights, screenshots and more on mavenmob’s patreon blog. You can view it here: https://www.patreon.com/mavenmob/posts
The Word Is Not The Thing: Update 5
I'm working on fixing all the little things and getting The Word Is Not The Thing out as soon as I can.
After completing the dialogue and soundtrack, I finished up all the posters and their associated words, with a few I still intend to fix up. Also, I added a refined 'How To Play' on the main menu as well as added touch controls for mobile and made the game aware of aspect ratio/resolution changes in terms of the menus, rain, and second camera, which has the action indicator and word counter.
Further, I completed the mind maze and decided on the final word, without making things too technically difficult. I think there's something about light and darkness and words hiding in the darkness, with light shining on those deeply rooted words in order to bring them to light, and to ultimately destroy them. I made sure to use both positive and negative words throughout and will probably tweak as I finalize things.