<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/">
	<channel>
		
		<title>Bit Barons Blog Feed</title>
		<link>http://www.bitbarons.com/</link>
		<description>Get your latest Bit Barons news delivered to your Feedreader!</description>
		<language>en</language>
		<image>
			<title>Bit Barons Blog Feed</title>
			<url>http://www.bitbarons.com/typo3conf/ext/tt_news/ext_icon.gif</url>
			<link>http://www.bitbarons.com/</link>
			<width>18</width>
			<height>16</height>
			<description>Get your latest Bit Barons news delivered to your Feedreader!</description>
		</image>
		<generator>TYPO3 - get.content.right</generator>
		<docs>http://blogs.law.harvard.edu/tech/rss</docs>
		
		
		
		<lastBuildDate>Mon, 19 Sep 2011 11:46:00 +0200</lastBuildDate>
		
		
		<item>
			<title>The Astroslugs head for your iPad</title>
			<link>http://www.bitbarons.com/news_detail/article/the-astroslugs-head-for-your-ipad/</link>
			<description>This blog has been silent for too long. For those who didn't follow Twitter &amp; Facebook: We've just...</description>
			<content:encoded><![CDATA[Today is an important day for our small indie studio. We're now officially able to announce the release of our first mobile game, <link http://astroslugs.com/ - external-link-new-window "Opens external link in new window">Astroslugs for iPad</link>. It should right now be available on all AppStores worldwide in two exciting flavours.<br />&nbsp;&nbsp; &nbsp;<br />1.) <link http://itunes.apple.com/us/app/astroslugs-deluxe-for-ipad/id442411315?mt=8&ls=1 - external-link-new-window "Opens external link in new window">Astroslugs Deluxe for iPad</link> – <b>1.99$</b><br />This  is the Deluxe version of Astroslugs which gives you access to all  current puzzles. You'll also get all future content updates for free. It  is currently <b>on sale for 0,99$</b>. This price will stay for a week  to give you - our friends and fans - a chance to get the game for a  little less than everyone else. 
<br />2.) <link http://itunes.apple.com/us/app/astroslugs-lite-for-ipad/id444705108?mt=8&ls=1 - external-link-new-window "Opens external link in new window">Astroslugs Lite for iPad</link> - <b>free</b><br />This is the Lite version of Astroslugs which will let you play the first two planets (15 puzzles)&nbsp; for free. You can unlock more planets via In-App-Purchases.<br /><b><br />Rising Sale</b><br />We currently have 35 different puzzles in the game. Some of them will be known from the PC &amp; Mac version of Astroslugs but a lot of them are completely new. We also plan to release 10 more completely new  puzzles about every two weeks. That means that everyone who buys the game now will get about 75 puzzles for just 99 cent - if you wait until the last update the prize will have risen to 5.99$. 
<b><br />What's new</b>?<br />Astroslugs is still a colorful and soothing puzzle board game. It still features the same game mechanic of fitting all those finicky shapes into the play field. It still has a lot of Astroslugs &amp; slime in it and features the beautiful soundtrack by our friend <link http://fbpsound.com/ - external-link-new-window "Opens external link in new window">Filippo Beck Peccoz</link>. That hasn't changed.<br /><br />
But whille Astroslugs for PC &amp; Mac plays in the current age and all Astroslugs are rather ... well ... dumb, the new <link http://astroslugs.com/ - external-link-new-window "Opens external link in new window">Astroslugs for iPad</link> is set in a long forgotten age when the universe still looked like an old parchment. See, in that age the Astroslugs were pretty intelligent. They already had their space ship going. And they used it to travel through space and visit far-away planets to gather the prized Slug Energy. Also,
<ul><li>We've changed all the graphics. Not because we didn't like the old ones but because our Art Department (Alex Widl) wanted to be challenged and create something new.</li><li>We've streamlined the controls for the iPad and re-designed all tutorials. They're now much more intuitive.</li><li>We've added something that all Astroslugs players asked us for: a proper hint system that will help you once you get stuck in the game.&nbsp;</li><li>We've also put in a few dozen Game Center achievements. Some of them are pretty easy to get. Some are so hard to spot that we don't expect a lot of people to get them.<br /><br /></li></ul>
And now, without further ado: Here's the release trailer for Astroslugs for iPad. 
<br /> <span class="rgmediaimages-player rgmi39 " id="playerd307bb4b89b848fad4c34b93d017b769">Flash is required!</span>
							<script type="text/javascript">
								
								var so = new SWFObject("http://www.youtube.com/v/CQtMPMdnvXA", "sfwvideo", "","", "9", "#");
								so.addParam("allowscriptaccess","always");
								so.addParam("allowfullscreen","true");
								so.addParam("wmode", "transparent");
								so.addVariable("file","http://www.youtube.com/watch?v=CQtMPMdnvXA");
								
								so.write("playerd307bb4b89b848fad4c34b93d017b769");
								
							</script>]]></content:encoded>
			<category>Astroslugs</category>
			<category>Bitbarons</category>
			
			
			<pubDate>Thu, 30 Jun 2011 14:34:00 +0200</pubDate>
			
		</item>
		
		<item>
			<title>The Astroslugs are on their way!</title>
			<link>http://www.bitbarons.com/news_detail/article/the-astroslugs-are-on-their-way/</link>
			<description>The wait is over. You can now buy Astroslugs for PC and Mac on our web store. It's 9.99 EUR / 13.99...</description>
			<content:encoded><![CDATA[<img style="float: right;" src="../uploads/RTEmagicC_ship_start_300.png.png" height="275" width="300" alt="" />As of 00:00 on this Thursday the 27th, Astroslugs has officially launched. If you head over to our <link http://www.astroslugs.com/?id=10 - - "Opens internal link in current window">online store</link>, you'll <link http://www.astroslugs.com/buy/ - - "Opens internal link in current window">get the full version</link> of Astroslugs <b>free of any DRM</b> and <b>for both PC and Mac</b> for a modest 9.99 EUR / 13.99 USD / 8.99 GBP. There is also a <link http://www.astroslugs.com/play/ - - "Opens internal link in current window">demo version</link> of the game that'll allow you to try Astroslugs for half an hour.<br /><br />
We're looking forward to <link http://www.astroslugs.com/support/ - - "Opens internal link in current window">hearing your feedback</link> on the game. We've poured our heart and soul into and and we're already quite anxious to see how you like it.<br /><br />
To answer a frequently asked question: <b>Yes,</b> we'll have solutions for all puzzles on the web site for you tonight. You'll find them at <link http://www.flickr.com/photos/bitbarons/sets/72157625968219234/ - external-link-new-window "Opens internal link in current window">astroslugs.com/solutions</link> but beware - it's way more fun to do it on your own then spoiling the fun with the solutions. So before you go for them, take your time and try it for yourself. You can do it - every puzzle is solvable.]]></content:encoded>
			<category>Astroslugs</category>
			<category>Bitbarons</category>
			
			
			<pubDate>Thu, 27 Jan 2011 15:27:00 +0100</pubDate>
			
		</item>
		
		<item>
			<title>Seven composers - one indie game album</title>
			<link>http://www.bitbarons.com/index.php?id=35&#38;tx_ttnews%5Btt_news%5D=24&#38;cHash=e2556516059dffc3a57a21a3f8eb5acb</link>
			<description>Cant wait to play Astroslugs on your PC? We've got something for you to make waiting easier. The...</description>
			<content:encoded><![CDATA[The indie game scene is a magical place of friendly collaboration and  unrestricted creativity. While this sounds like a big-time cliché, it is  more often true than not. This is another example of what great things can happen when creative people work together without asking for money first.

You probably already know that Astroslugs' complete soundtrack was composed and recorded by our friend and office  room-mate <link http://www.fbpsound.com/ _blank>Filippo Beck Peccoz</link>,  a Munich-based and Italy-born freelance composer who graduated from  renowned Berklee College of Music in Boston, Massachussets. Fillippo one day told us that he'd love to continue working on the Astroslugs theme even if the game music itself is already completed. So he decided to call up his former fellow  students, some indie composers from all over Germany and the local munich  audio scene. They were all provisioned with the Astroslugs theme song  and only one request: &quot;Please take this piece of music and make  something great out of it that reflects your music style.&quot;<img clickenlarge="1" alt="Astroslugs &amp; Friends - Thema and Variations" title="Astroslugs &amp; Friends - Thema and Variations" style="float: left; padding-top: 25px; padding-right: 15px; padding-bottom: 15px;" src="../uploads/RTEmagicC_cover.png.png" height="300" width="300" />
<br />And so they did: The album entitled <link http://bitbarons.bandcamp.com/album/astroslugs-friends _blank>&quot;Astroslugs &amp; Friends - Theme and Variations&quot;</link>    currently consists of eight tracks by six different composers. All   have  their roots in the Astroslugs theme song but each of them sounds   very  different. There's a &quot;Progressive Trance Mix&quot; by our own Alex   Widl, a Speed Metal cover by independent composer  Bastian Kieslinger, a  solo piano version, a jazz arrangement and many more. More releases are already in the works, including a chiptunes remix and a Ukulele cover.

Here comes the best: If you're fast, you can get the <link http://bitbarons.bandcamp.com/album/astroslugs-friends _blank>album</link> for free from the Bit Baron's <link http://bitbarons.bandcamp.com/album/astroslugs-friends _blank>Bandcamp</link>-Account.   The first 200 downloads will be completely free of charge. Afterwards   there'll be a pay-what-you want sale where you can download the album   for a donation of &quot;whatever you think our work is worth&quot;. All proceeds   of this project are going to be split equally amongst the participating   composers. So don't hesitate and get this great piece of game audio  now.  <br /><br />
<b>Current track list:</b>
<p style="clear: both;">1. Filippo Beck Peccoz - Astroslugs Theme Medley 05:34<br />2. Ajan Shani - Progressive Trance Mix 04:48<br />3. Simon Osterhold - Astropiano 02:58<br />4. Bastian Kieslinger - Metal Version 01:40<br />5. Casey Merhige - Arrangement 01:37<br />6. Lex van Dawn - Remix 08:18<br />7. Jakob Thomsen - Astroslugs Techno 03:13<br />8. Jakob Thomsen - Spaced Out 00:51<br />9. Jakob Thomsen - Three Fourths 01:15<br /> </p>]]></content:encoded>
			<category>Astroslugs</category>
			<category>Bitbarons</category>
			
			
			<pubDate>Mon, 06 Dec 2010 12:58:00 +0100</pubDate>
			
		</item>
		
		<item>
			<title>Astroslugs will be released on January 27th 2011</title>
			<link>http://www.bitbarons.com/news_detail/article/astroslugs-will-be-released-on-january-27th-2011/</link>
			<description>We're finally announcing the release date for Astroslugs on PC/Mac and the retail version of the...</description>
			<content:encoded><![CDATA[We're very glad that we  can finally give you the definite release date for <link ../ _blank>Astroslugs</link>' PC and Mac release. We'll launch on <b>January 27th 2011</b> via digital distribution (globally) and in retail (Germany, Austria, Switzerland; in cooperation with <link http://www.headupgames.com/conpresso/_rubric/index.php?rubric=EN+Startseite _blank>Headup Games</link>).  Astroslugs should be available for 9.99 EUR / 13.99 USD / 8.99 GBP on  all platforms. There will probably be some minor variations in pricing  but this is what we're shooting for.<br /> <br /><b>Final beta version: </b><br />We've finished the last beta version  that we're ever going to release. Our next milestone will be the first  release candidate. You can download the latest beta <link http://www.open-pvp.de/bb/Astroslugs_0995b_universal.zip _blank>here</link>. There is a lot of pretty cool stuff in this release, for example:<br /> 
<ul><li>You can now delete shapes by simply right-clicking on them. You can turn this feature off in the ingame menu.</li><li>Added an ingame menu to the playscreen where you can adjust sound and music volume and right-click-deleting.</li><li>Added sound effects to nearly every object in the game. All praise <link http://www.fbpsound.com/ _blank>Filippo</link>.</li><li>Added particle effects and background animations throughout the game. Everything is now much more vivid.<br /> </li><li>Added a level-end-<span>screen to praise you for solving a puzzle. You really deserve it once you go beyond the desert.</span></li><li> 		<span>Styled the profile screen. You can now also delete profiles.</span></li><li>Re-Designed the zone selection (planet) screen. It's gotten a lot more cloudy on Slegmo.</li><li>Added an intro screen to the game to remind you who made this game. Yeah ...</li><li>Added a file icon to the game. We really like the Unity icon but this has really been overdue.</li></ul>

<b>Final screen shots / press kit:</b><br />We've updated our Flickr account with a new set of <link http://www.flickr.com/photos/bitbarons/sets/72157625247739523/ _blank>Astroslugs screenshots</link>.  There have been a lot of minor improvements but these now represent the  final graphics of the game. Feel free to use them for any coverage. You  can also download them in maximum size in our <link http://www.open-pvp.de/bb/astroslugs_presskit.zip _blank>press kit</link> which will also deliver you some captions and logos for the game and our company.<br /> <br />Thanks for being with us on this huge roller coaster ride towards  the release of our first game. We're having a blast and we're very glad  to have you on board.]]></content:encoded>
			<category>Astroslugs</category>
			<category>Bitbarons</category>
			
			
			<pubDate>Mon, 15 Nov 2010 18:22:00 +0100</pubDate>
			
		</item>
		
		<item>
			<title>Financing Indie Games: We Need More Game-Savvy Investors</title>
			<link>http://www.bitbarons.com/news_detail/article/financing-indie-games-we-need-more-game-savvy-investors/</link>
			<description>We've been at gameplaces international, a conference with a focus on game financing. Back at home,...</description>
			<content:encoded><![CDATA[ 	On Friday, we've been at <link http://gameplaces.de/index.php?option=com_mkschedule&task=detail&return=preview&Itemid=61&id=79&lang=de>gameplaces international</link>  (GI). GI is a yearly one-day-conference with a focus on game financing  that takes place in Frankfurt (Germany). There was a interesting session  about the financing model of <link http://www.entropiauniverse.com/>Entropia Universe</link>  (the developer just provides the platform and other companies create  and run their own planets) and one about the future of stereoscopic 3D  in games (may thrive on mobile but not in your living room for some time  due to technical constraints).

What I enjoyed the most was a panel on the topic of how to finance game projects. It was held by <link http://gameplaces.de/index2.php?no_html=1&option=com_mkschedule&task=speaker_detail&speaker_id=293>Thomas Bidaux (ICO Partners)</link>, <link http://gameplaces.de/index2.php?no_html=1&option=com_mkschedule&task=speaker_detail&speaker_id=291>Marc Jackson (Seahorn Capital Group)</link> and <link http://gameplaces.de/index2.php?no_html=1&option=com_mkschedule&task=speaker_detail&speaker_id=49>Jan Wagner (Cliffhanger Productions)</link>.  At the beginning it centered around how you could securely finance your  big AAA-project (hint: completion bonds seem to be the rage nowadays)  and was not too relevant for small indies.

 	Things started to get interesting when the Q&amp;A part started. I was  able to ask some questions more targeted into the direction of financing  smaller game projects (= indies). The outcome of this was that the  panel agreed on the fact that <link http://en.wikipedia.org/wiki/Venture_capital>Venture Capital</link>&nbsp; (VC) is not interesting for indie projects. This is mostly due to two reasons:
<ul><li> 		VCs look for companies to invest into, not projects. They want to sell  the company to the next round of investors, not share distribution  revenues with you.</li><li> 		Indie projects are too small for VCs. They have to invest 2MM+ or else their overhead (for consultants, <link http://en.wikipedia.org/wiki/Due_dilligence>due dilligence</link> etc.) is getting larger than the sum they can invest.</li></ul>

 	This is not really big news but it made me ask them about how they thought of <link http://en.wikipedia.org/wiki/Business_angel>Business Angels</link> (BA), Incubators/Accelerators (like <link http://ycombinator.com/>YCombinator</link> or <link http://www.google.com/url?sa=t&source=web&cd=1&ved=0CBkQFjAA&url=http%3A%2F%2Fhackfwd.com%2F&rct=j&q=hackfwd&ei=g168TPuQFpC94gbJo5HSDg&usg=AFQjCNGuuVh_8RDgW2cysR7K497N5ywBWQ&cad=rja>HackFwd)</link> and the <link http://indie-fund.com/>Indie Fund</link>.  It was agreed upon that BAs (also called Angel Investors) and  Accelerators are probably not the end-all-solution to your indie needs.  They may be good for 10.000 to 50.000 EUR which sounds like a lot in the  beginning. But even when you only plan with a small team of three guys  and a short development time of one year this will not be near the money  you need to develop your game comfortably. If you like having a day job  and/or live in a <b>very </b>cheap place then go for it. But  if not, you'll need to raise more money. That is if you're not able to  run a pre-order model such as <link http://minecraft.net/>Markus Persson</link> or the <link http://www.overgrowth.com/>Wolfire guys</link>.

 	<img src="uploads/RTEmagicC_f0cb329341.jpg.jpg" height="219" width="450" alt="" />

 	Should your budget be more realistically between 100.000 and 300.000  EUR you need a bigger financier. There is only one that comes to my  mind, the <link http://indie-fund.com/ - external-link-new-window "Opens external link in new window">Indie Fund</link>.  They are a small group of pretty successful indie game developers who  decided to spend some of their money and invest it into other indies.  This is just what we need. They combine all that is good and honest:
<ul><li> 		They can invest more money than your typical business angel.</li><li> 		They look to finance projects, not whole companies.</li><li> 		They have internal game dev knowledge enabling them to assess your  proposal on their own (without hiring expensive consultants).</li></ul>

 	There's just one problem: There is only one indie fund. With limited  funds. And limited time. And there's hundreds of promising game projects  out there. A lot more than can be funded by just one entity. What we  need is more of those game-savvy investors. Rumour has it that the guys  behind Jagex (<link http://www.runescape.com/>Runescape</link>)  and the ex-heads of some other AAA-Studio that was bought/closed  (forgot the name, damn) are also looking for investment opportunities.  Let's hope that they'll soon come out into the open. They are  desperately needed.]]></content:encoded>
			<category>Bitbarons</category>
			
			
			<pubDate>Mon, 18 Oct 2010 17:13:00 +0200</pubDate>
			
		</item>
		
		<item>
			<title>Awards Extravaganza: Astroslugs wins the European Games Award Gamesload Newcomer Award</title>
			<link>http://www.bitbarons.com/index.php?id=35&#38;tx_ttnews%5Btt_news%5D=29&#38;cHash=76b399533c40e55e38c552491b49a07a</link>
			<description>Astroslugs just won the Gamesload Newcomer Award at the European Games Award. We're thrilled and...</description>
			<content:encoded><![CDATA[ 	... yes, thats really the full name of it. =D<br /> 	<br /> 	Anyways, yesterday was definitely the second biggest (positive)  surprise in the short history of the Bit Barons (the first being the day  when we got our <a href="http://www.exist.de" _mce_href="http://www.exist.de">EXIST</a> grant). Flashback: A few weeks  ago, we submitted a beta version of Astroslugs to the <a href="http://www.european-games-award.com/index.php/awards/gamesload-awards#" _mce_href="http://www.european-games-award.com/index.php/awards/gamesload-awards#">Gamesload  Newcomer Award</a>, the only category of the <a href="http://www.european-games-award.com/" _mce_href="http://www.european-games-award.com/">European Games Award</a>  that is open to indie and student teams.

 	There were <a href="http://bitbarons.tumblr.com/post/947307250/gamesload-european-newcomer-award-the-nominees" _mce_href="http://bitbarons.tumblr.com/post/947307250/gamesload-european-newcomer-award-the-nominees">13  other great games</a> competing with Astroslugs ranging from <a href="http://www.sluggerfly.com/site/night.html" _mce_href="http://www.sluggerfly.com/site/night.html">Night of Joeanne</a>  (that already won a Audience Award at the Living Games festival) to <a href="http://www.imagineearth.info/" _mce_href="http://www.imagineearth.info/">Imagine Earth</a> (that was  already nominated for the German Computer Game Prize). Long story short:  Even though we believed in the fun game that Astroslugs is we felt like  big time underdogs.

 	<img src="uploads/RTEmagicC_73362a0926.jpg.jpg" _mce_src="http://farm5.static.flickr.com/4123/4894235607_2d7e466971_z.jpg" _mce_style="width: 480px; height:  360px;" height="360" width="480" alt="" />

 	So it came extremely surprising to all of us when the award ceremony  came to the Newcomer Award nominations (huge AAA games like Heavy Rain  or Battlefield Bad Company 2 had already won other awards) and  Astroslugs was in the final three of the race. A few seconds later both  Critical Wave and Sui&amp;Cide got greyed out and the only thing we saw  (on a very large screen) was our Astroslugs cover shot. We had won!

 	<img src="uploads/RTEmagicC_04f46e5d3e.jpg.jpg" _mce_src="http://farm5.static.flickr.com/4122/4894229499_6f683243ea_z.jpg" _mce_style="width: 480px; height:  360px;" height="360" width="480" alt="" />

 	After we realized what just happened, time passed pretty quickly. We  got a huge cheque with 2.500 EURO in big letters on it and a golden  statue (which looks like some kind of female oscar but whose name we  still haven't found out). After a few badly stuttered words of thanks it  was all time for hugging, cheering, phone calls and gratulations. And  that's where we stand now, one day later. We're still amazed and  extremely thrilled. Now it's time for us to show that we're worthy of  this prize and complete Astroslugs as the great and fun game that it was  always planned to be.

 	<img src="uploads/RTEmagicC_e6f7fd5338.jpg.jpg" _mce_src="http://farm5.static.flickr.com/4116/4894854944_2a7fbe3b7e_z.jpg" _mce_style="width: 480px; height:  360px;" height="360" width="480" alt="" />

 	Thanks a lot to all who congratulated us after the show. Hats off to  our award competitors - we look forward to playing your games on stage  of GDCE and gamescom.<br /> 	<br /> 	Cheers!<br /> 	<br /> 	Alex Zacherl<br /> 	<br /> 	PS: We've uploaded a few images on our <a href="http://www.flickr.com/photos/bitbarons/sets/72157624730765036/" _mce_href="http://www.flickr.com/photos/bitbarons/sets/72157624730765036/">flickr  account</a>. More will follow in the next days. ]]></content:encoded>
			<category>Astroslugs</category>
			<category>Bitbarons</category>
			
			
			<pubDate>Sun, 15 Aug 2010 20:22:00 +0200</pubDate>
			
		</item>
		
		<item>
			<title>Gamesload European Newcomer Award: The Nominees</title>
			<link>http://www.bitbarons.com/news_detail/article/gamesload-european-newcomer-award-the-nominees/</link>
			<description>We’ve submitted Astroslugs to the Gamesload European Newcomer Award which is a category in the...</description>
			<content:encoded><![CDATA[<div class="title">We’ve submitted Astroslugs to the <link http://www.european-games-award.com/index.php/awards/gamesload-awards#>Gamesload European Newcomer Award</link> which is a category in the <link http://www.european-games-award.com/>European Games Award</link>.  The award show will be held tomorrow at 8 PM on board of a ship  cruising on the river Rhine in Cologne. We’re pretty amazed that we’ll  be able to participate, no at least because the first prize in our  category is 2,5k EUR and a distrubition deal with the German-based game  portal <link http://www.gamesload.de/>Gamesload</link>. In preparation  for tomorrow’s show, we’ve put together a list of the other cool games  that have been nominated in the same category.
</div>
<div class="copy"><b><link http://itunes.apple.com/de/app/critical-wave/id357008398?mt=8>Critical Wave</link> - a Dual-Stick-Shooter for the iPhone by <link http://grannies-games.com/>Grannies-Games</link></b><img src="uploads/RTEmagicC_8d36f9de3f.jpg.jpg" height="320" width="480" alt="" />
<br /><b><link http://www.facebook.com/home.php?sk=lf#%21/pages/Corporate-Property/102202499823006?ref=ts>Corporate Property</link> - a 3D first-person Jump’n’Run by a student team from <link http://www.games-academy.de/>Games Academy</link></b> <img src="uploads/RTEmagicC_495153c44e.jpg.jpg" height="540" width="720" alt="" />
<br /><b><link http://www.sluggerfly.com/site/night.html>Night of Joeanne</link> - a horror game by student team <link http://www.sluggerfly.com/>Sluggerfly</link> from MDH Düsseldorf</b><img src="http://www.deutschercomputerspielpreis.de/uploads/media/Joeanne.bmp" alt="" />
<br /><b><link http://www.war-commander.de/>War Commander</link> - a Sci-Fi browser game</b><br /><b></b><img src="uploads/RTEmagicC_c4ad3a1947.jpg.jpg" height="209" width="352" alt="" />
<br /><b><link http://www.exosyphen.com/page_hacker-evolution-untold.html>Hacker Evolution: Untold</link> - a game about hacking by <link http://www.exosyphen.com/>exosyphen studios</link></b><img src="uploads/RTEmagicC_3177c55b77.jpg.jpg" height="450" width="720" alt="" />
<br /><b><link http://www.imagineearth.info/>Imagine Earth</link> - a “Serious Casual Game” by Serious Brothers</b><img src="uploads/RTEmagicC_878ab79f1a.png.png" height="217" width="480" alt="" />
<b><link http://project-suiandcide.blogspot.com/>Sui&amp;Cide</link> - a suicidal 2D Jump’n’Run by a student team from Games Academy<br /><br /><img src="uploads/RTEmagicC_3554821e00.jpg.jpg" height="196" width="480" alt="" /></b>
Well, that’s some pretty amazing stuff. Some student games have  already won other awards or are nominiated for the German Video Games  Award so that’s some pretty high-quality competition. Good luck to  everyone and see you tomorrow!<br /><br /><b>Alex Zacherl</b><br /><br />  PS: There’s a few more nominees but we haven’t managed to find any  information on them on the web. We hope that we can see (and maybe even  play) them tomorrow.
<ul><li> Abaddons Erbe</li><li> Affinitaet</li><li> Avalanche</li><li> Last Exit</li><li> Ping</li><li> Online Battles</li></ul></div>]]></content:encoded>
			<category>Bitbarons</category>
			
			
			<pubDate>Fri, 13 Aug 2010 15:38:00 +0200</pubDate>
			
		</item>
		
		<item>
			<title>Contacts for Indies</title>
			<link>http://www.bitbarons.com/news_detail/article/contacts-for-indies/</link>
			<description>Contacts for Indies is a invitation-only contact list for independent game developers. It has...</description>
			<content:encoded><![CDATA[<i><b>[Update] We do now have nearly 500 contacts in the list and six indie studios (<link http://www.brokenrul.es/>Broken Rules</link>, <link http://www.pixelate.de/>Pixelate</link>, <link http://www.farbs.org/>Farbs</link>, <link http://www.pieceofpiestudios.com/>Piece of Pie</link>, <link http://whatevergames.net/>Whatever Games</link> and <link ../>yours truly</link>) on board. If you want to join, get one of us to vote for you</b></i>.
—-
Starting up as an independent developer of video games is hard. No  only, because making games is hard. This is what every newbie expects.  Programmers expect to write a lot of code and squash a lot of bugs.  Artists expect to design and re-design the game countless times. But  what people normally don’t see is that to make a living by making games,  you also have to find people that will play your game. Sadly it’s not  just “build it and they will come”.

Here comes in the work you normally don’t think about when going  indie: Communication, Public Relations, Community Management,  Distribution, Sales, Marketing, etc. … call it what you want. It’s  always the same goal: make it possible for people to discover your game.  Because what threatens indies the most is <b>being completely unknown to 99.9999% of the world population</b>.

That’s why we do a lot of research on who is writing for indie game  blogs and magazines, who can get your game on a download portal, who can  help with distributing the game and so on. All this information is out  there, either somewhere on the internet or in the heads and spreadsheets  of other independent developers. As it currently is, every indie has to  do this research work on his own. Seeing how many small indies and new  start-ups there are, this amounts to thousands of hours of repetitive  work that is not spent on improving our games. To change this, I propose

<i><b>Contacts for Indies</b></i>
<i><b></b></i>
<b>What’s that?</b><br />Contacts for Indies is a invitation-only contact list for independent game developers. It has contacts for media, portals, platform holders and publishers on it.<br /><br /><b>Where’s the sense in that?</b><br />  Every independent developer has to talk to a lot of people to get his  games out into the wild and to get people to know and play them. This is  a lot of work. And nobody can take it from us. But a large part of this  job is just plain and simple research, mostly googling and cold calls. I  propose that we help each other out and share our contacts in one location, to keep them up-to-date and correct at all time.<br /> ot of time wasted on this in any indie studio. And I thought that maybe we could change that.<br /><br /><b>Why should I participate? I’ve got all my contacts together. They are my business capital and I don’t want to share them.</b><br /> a) To help out other indies. Because it’s nice and the right thing to do.<br /> b) Because no one has <i>all</i> the contacts and noone knows <i>everybody</i>. Even if you’ll only gain ten more contacts,  these could be the guys who could help you tip over the edge and make  your game a success. There will be people on the list that you have  never thought of contacting. For example: I know quite a lot of german game-biz journalists. Ever thought of contacting those guys? No? Well, I thought so. =D<br /> c) Because updating your contacts  is a lot of work and we can all save a lot of time if we go all-out  wisdom-of-the-crowds and keep each other updated about changes in who is  currently in charge (and in the mood) for dealing with the likes of us.<br /><br /><b>How do we do it?</b><br />  As simple as possible. We’re currently using a shared google  spreadsheet. Everyone who got an invitation can update it. It has a  version history so if someone should accidently delete or overwrite  valid information, we can revert it at any time.<br /><br /><b>Why invitation-only and not visible for anyone? </b><br />  To protect the people on the list from spam. It has a reason why most  journalists or business guys don’t have their e-mail adress and  telephone numbers visible on the web. They get a lot of mails and calls  all the time. We don’t want to make this worse by making their contact  information public. But we want those who are in need of this contacts and who have a legit reason for calling (i. e. fellow indies) to be able to reach them.
I’m an Indie and I want to participate! <br /> That’s nice. Contact me on Skype (dbltnk), Twitter (@dbltnk) or via mail (az@bitbarons.com) and we’ll get the ball rolling.

<link http://alexanderzacherl.de/>Alex Zacherl</link>]]></content:encoded>
			<category>Bitbarons</category>
			
			
			<pubDate>Fri, 16 Jul 2010 14:18:00 +0200</pubDate>
			
		</item>
		
		<item>
			<title>Being social isn’t easy</title>
			<link>http://www.bitbarons.com/news_detail/article/being-social-isnt-easy/</link>
			<description>Well it is, if you’re just one guy with a lot of time on his hands. But if you’re trying to develop...</description>
			<content:encoded><![CDATA[Well it is, if you're just one guy with a lot of time on his hands.  But if you're trying to develop a cool game and set up a solid  development studio, then lots of time is something that you probably  haven't had in a while.<br /><br />This is my problem right now. Besides the everyday work on <link http://beta.astroslugs.com/ _blank - "Astroslugs Beta">Astroslugs</link>  it's my job to keep you guys updated on what we're doing, how we're  doing and why we're doing it. This is why I'm pushing hard to get at  least a minimum of web presence. With our <link http://en.wikipedia.org/wiki/Corporate_design _blank - "Cororate Design">Corporate Design</link> and our web site still in the works, we'll have to rely on a <link http://www.bitbarons.com/ _blank - "Bit Barons">place-holder site</link>  that holds together all of our community pages for now. [Note: We'll  probably change the plain-html-look to something more eye-friendly nextr  week.]<br /><br />Yesterday I was setting up a <link http://www.twitter.com/bitbarons _blank external-link-new-window "Bit Barons Twitter">Twitter account</link>, a <link http://www.facebook.com/pages/Bit-Barons/133842143302199 _blank - "Bit Barons Facebook">Facebook page</link>, a <link http://www.flickr.com/photos/bitbarons/ _blank - "Bit Barons Flickr">Flickr profile</link>, a a <link http://www.youtube.com/user/bitbarons _blank - "Bit Barons YouTube">YouTube channel</link>  and this Tumblr blog. Today I'm trying to get to know each of these  better, as I haven't used Flickr, YouTube and Tumblr before.&nbsp;
My first learning: Trying to integrate those services is hard. While  there are lots of possibilitites to integrate one tool with another,  it's pretty hard to get them all integrated into one working set. What I  want this setup to do is that it should automatically notify you on  Twitter and Facebook, whenever I post a new blog entry, video or picture  set. This works fine in some cases (Twitter) and pretty much sucks in  others (Facebook page). Well, I'm still trying. =D<br /><br />If you have any helpful information for me, feel free to drop a comment.
Alex Zacherl]]></content:encoded>
			<category>Bitbarons</category>
			
			
			<pubDate>Tue, 29 Jun 2010 10:36:00 +0200</pubDate>
			
		</item>
		
	</channel>
</rss>
