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Basics of game design /

This book is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers de...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Moore, Michael E. (Game designer)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton : A K Peters/CRC Press, ©2011.
©2011
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Moore, Michael E.  |c (Game designer) 
245 1 0 |a Basics of game design /  |c Michael E. Moore. 
260 |a Boca Raton :  |b A K Peters/CRC Press,  |c ©2011. 
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300 |a 1 online resource (xv, 375 pages) :  |b color illustrations, color maps 
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505 0 0 |g pt. I  |t INTRODUCTION --  |g 1.  |t Making Games --  |t Game Play and Game Data --  |t Designers and the Development Process --  |t The Designer's Role in Game Development --  |t Conclusion --  |t Exercises --  |g 2.  |t Game Play and Game Mechanics --  |t Game Play and the "Fun Factor" --  |t Assigning Percentages to Game Play --  |t Play Elements for Game Genres --  |t What Is Not Game Play --  |t Mechanics of Game Play --  |t Modeling Reality --  |t The Fudge Factor --  |t Conclusion --  |t Exercises --  |g 3.  |t Math and Logic in Games --  |t Probability and Statistics --  |t Randomization in Games --  |t Percentages --  |t Percentages in Video Games --  |t Keeping the Math Simple --  |t Defining Play through Algorithms --  |t Logic and Scripting Languages --  |t Conclusion --  |t Exercises --  |g pt. II  |t INSIDE GAME MECHANICS. 
505 0 0 |g 4.  |t On Movement --  |t Scale --  |t Graphical Interface Requirements --  |t Military Scales --  |t Regulating Movement in Wargames --  |t Game Statistics for Movement --  |t Terrain Features --  |t Strategic Movement Map (World Map) --  |t Movement Rates --  |t Movement Algorithm --  |t Random Encounters --  |t Items on the Map --  |t Conclusion --  |t Exercises --  |g 5.  |t On Combat --  |t Rock-Paper-Scissors --  |t Turn-Based vs. Real-Time Combat --  |t Combat Attributes (Statistics) --  |t Combat in Role-Playing Games --  |t RPG Combat Algorithms --  |t Combat Table --  |t Critical Hit Table --  |t Magic/Technology Combat --  |t Fleeing Combat --  |t Combat in Wargames --  |t Attributes in Wargames --  |t Combat in Turn-Based Wargames --  |t Sequence of Play in Wargames --  |t Combat in Real-Time Strategy Games --  |t AI Design for Wargames --  |t Conclusion --  |t Exercises. 
505 0 0 |g 6.  |t On Characters and Monsters --  |t Creating Player Characters --  |t Experience Points and Leveling Up --  |t Creating Monsters, Villains, and Allies --  |t Treasure Tables --  |t Sports Game Characters --  |t Conclusion --  |t Exercises --  |g 7.  |t On Items --  |t Item Categories --  |t Game Functions of Items --  |t Item Chart --  |t Designing Weapons --  |t Item Types: Hand Weapons --  |t Item Types: Ranged Weapons --  |t Item Typ es: Exotic Weapons --  |t Item Types: Armor --  |t Item Types: Potions and Scrolls --  |t Item Types: Auxiliary Equipment --  |t Inventory --  |t Store Inventories --  |t Resources --  |t Money --  |t Conclusion --  |t Exercises --  |g 8.  |t On Magicks and Technologies --  |t Magic in Games --  |t Technology in Games --  |t Technology Trees --  |t Conclusion --  |t Exercises --  |g 9.  |t On Puzzles in Games --  |t Elements of Puzzles --  |t Categories of Puzzles. 
505 0 0 |t Randomization in Puzzle Games --  |t Designing Puzzles that Appear in Games --  |t Quests as Puzzles --  |t Adventure Games --  |t Conclusion --  |t Exercises --  |g pt. III  |t IMPLEMENTING THE DESIGN --  |g 10.  |t Storytelling in Games --  |t Stories in Games --  |t Problems with Game Stories --  |t Structuring Stories in Games --  |t Linking Plot to Game Play --  |t Creating a Game Story --  |t Dialogue in Games --  |t Conclusion --  |t Exercises --  |g 11.  |t Designing Playfields --  |t 2D Maps --  |t 3D Levels --  |t Designing Playfields --  |t Scripting Languages and Playfield Design --  |t Point-of-View in Playfield Design --  |t Problems in Playfield Design --  |t Planning Before Building --  |t Conclusion --  |t Exercises --  |g 12.  |t Interface Design --  |t Graphical User Interface --  |t Designing the GUI --  |t Game Controls --  |t Feedback --  |t Conclusion --  |t Exercises --  |g 13.  |t A Conversation with Chris Taylor --  |t Introduction --  |t Chris's Background in Games --  |t Preproduction Phase --  |t Production Phase --  |t Final Thoughts. 
520 |a This book is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. Advice on developing stories for games, building maps and levels, and designing the graphical user interface is also included. Features include: Covers the mechanics behind creating data-driven games, including role-playing and real-time strategy games; Explains how to design the data sets used to resolve game play; Offers recommendations on developing stories, building maps and levels, and designing the GUI; Provides many real examples and practical details, including screenshots of games. 
504 |a Includes bibliographical references and index. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Video games  |x Design. 
650 0 |a Video games  |x Programming. 
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650 6 |a Jeux vidéo  |x Programmation. 
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650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Video games  |x Programming  |2 fast 
650 7 |a Video games  |x Design  |2 fast 
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