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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
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.