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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)
Tabla de Contenidos:
  • pt. I INTRODUCTION
  • 1. Making Games
  • Game Play and Game Data
  • Designers and the Development Process
  • The Designer's Role in Game Development
  • Conclusion
  • Exercises
  • 2. Game Play and Game Mechanics
  • Game Play and the "Fun Factor"
  • Assigning Percentages to Game Play
  • Play Elements for Game Genres
  • What Is Not Game Play
  • Mechanics of Game Play
  • Modeling Reality
  • The Fudge Factor
  • Conclusion
  • Exercises
  • 3. Math and Logic in Games
  • Probability and Statistics
  • Randomization in Games
  • Percentages
  • Percentages in Video Games
  • Keeping the Math Simple
  • Defining Play through Algorithms
  • Logic and Scripting Languages
  • Conclusion
  • Exercises
  • pt. II INSIDE GAME MECHANICS.
  • 4. On Movement
  • Scale
  • Graphical Interface Requirements
  • Military Scales
  • Regulating Movement in Wargames
  • Game Statistics for Movement
  • Terrain Features
  • Strategic Movement Map (World Map)
  • Movement Rates
  • Movement Algorithm
  • Random Encounters
  • Items on the Map
  • Conclusion
  • Exercises
  • 5. On Combat
  • Rock-Paper-Scissors
  • Turn-Based vs. Real-Time Combat
  • Combat Attributes (Statistics)
  • Combat in Role-Playing Games
  • RPG Combat Algorithms
  • Combat Table
  • Critical Hit Table
  • Magic/Technology Combat
  • Fleeing Combat
  • Combat in Wargames
  • Attributes in Wargames
  • Combat in Turn-Based Wargames
  • Sequence of Play in Wargames
  • Combat in Real-Time Strategy Games
  • AI Design for Wargames
  • Conclusion
  • Exercises.
  • 6. On Characters and Monsters
  • Creating Player Characters
  • Experience Points and Leveling Up
  • Creating Monsters, Villains, and Allies
  • Treasure Tables
  • Sports Game Characters
  • Conclusion
  • Exercises
  • 7. On Items
  • Item Categories
  • Game Functions of Items
  • Item Chart
  • Designing Weapons
  • Item Types: Hand Weapons
  • Item Types: Ranged Weapons
  • Item Typ es: Exotic Weapons
  • Item Types: Armor
  • Item Types: Potions and Scrolls
  • Item Types: Auxiliary Equipment
  • Inventory
  • Store Inventories
  • Resources
  • Money
  • Conclusion
  • Exercises
  • 8. On Magicks and Technologies
  • Magic in Games
  • Technology in Games
  • Technology Trees
  • Conclusion
  • Exercises
  • 9. On Puzzles in Games
  • Elements of Puzzles
  • Categories of Puzzles.
  • Randomization in Puzzle Games
  • Designing Puzzles that Appear in Games
  • Quests as Puzzles
  • Adventure Games
  • Conclusion
  • Exercises
  • pt. III IMPLEMENTING THE DESIGN
  • 10. Storytelling in Games
  • Stories in Games
  • Problems with Game Stories
  • Structuring Stories in Games
  • Linking Plot to Game Play
  • Creating a Game Story
  • Dialogue in Games
  • Conclusion
  • Exercises
  • 11. Designing Playfields
  • 2D Maps
  • 3D Levels
  • Designing Playfields
  • Scripting Languages and Playfield Design
  • Point-of-View in Playfield Design
  • Problems in Playfield Design
  • Planning Before Building
  • Conclusion
  • Exercises
  • 12. Interface Design
  • Graphical User Interface
  • Designing the GUI
  • Game Controls
  • Feedback
  • Conclusion
  • Exercises
  • 13. A Conversation with Chris Taylor
  • Introduction
  • Chris's Background in Games
  • Preproduction Phase
  • Production Phase
  • Final Thoughts.