Books: 321

Game Development

CoverTitleYear
Games Programming for the Absolute Beginner
Go through the steps necessary to create high-speed 2D retro-style games. This easy-to-read-and-follow one of a kind book on BlitzMax game programming also covers some 3D programming. BlitzMax for Absolute Beginners includes game application projects such as The Great Escape, Tank Attack, and Paratrooper. more » These will help you build your skills as you go. Have you ever wanted to program your own computer game? Never felt you could? Well, now you can. What You'll Learn * Program computer games from scratch with BlitzMax * Produce high-quality arcade games with sound and graphics * Utilize the power of OpenGL to create fantastic 3D effects Who This Book Is For Those new to game programming and those new to BlitzMax. « less
2017
The topics treated in this handbook cover all areas of games and entertainment technologies, such as digital entertainment; technology, design/art, and sociology. The handbook consists of contributions from top class scholars and researchers from the interdisciplinary topic areas. The aim of this handbook more » is to serving as a key reference work in the field and provides readers with a holistic picture of this interdisciplinary field covering technical issues, aesthetic/design issues, and sociological issues. At present, there is no reference work in the field that provides such a broad and complete picture of the field. Engineers and researchers who want to learn about this emerging area will be able to find adequate answers regarding technology issues on digital entertainment. Designers and artists can learn how their skills and expertise can contribute to this emerging area. Also researchers working in the field of sociology and psychology will find how their experience and knowledge are connected to other areas such as technology and art/design. Although topics are written by foremost experts from the field, the description for each topic has been intended to be easily understandable but yet comprehensive enough so that it caters not only for the experts but also beginners and students in the field. « less
2017
Gain the basics of Python and use PyGame to create fast-paced video games with great graphics and sounds. You'll also learn about object oriented programming (OOP) as well as design patterns like model-view-controller (MVC) and finite state machines (FSMs). Python, PyGame and Raspberry Pi Game Development more » teaches you how to use Python and PyGame on your computer. Whether you use Windows, macOS, Linux, or a Raspberry Pi you can unleash the power of Python and PyGame to create great looking games. Included in the text are complete code listings and explanations for "Bricks," "Snake" and "Invaders"-- three fully-working games. These allow you to get started making your own great games. Modify them or build your own exciting titles. What You'll Learn * Gain the basics of Python and employ it for game development * Design your game * Build games using game projects as templates like Bricks, Snake, and Invaders * Work with user defined functions, inheritance, composition, and aggregation * Add sound to your games * Implement finite state machines Who This Book Is For Experienced coders or game developers new to Python, PyGame and Raspberry Pi. This book is also for makers interested in getting into game development. « less
2017
From Macro to Micro
This insightful four part book explores the challenging and evolving world of the game writer. Part I provides a fascinating overview of the history of game writing, following its humble roots in the 60s to today’s AAA titles. Part II asks and answers the key question: What do game writers do and how do more » they do it? Especially useful reading for novice game writers, the book covers a broad range of topics including contracts, NDAs, creative collaboration, narrative design, editing, adaptations, and environmental storytelling. Part III, of particular value for more advanced students of writing, addresses deeper theoretical questions increasingly relevant in today’s game titles, including: Why have story at all? What is plot and how does it work? How best can a writer use agency? Finally, Part IV presents readers with hard-earned nuggets of wisdom from today’s game writers working in America, Europe, and Japan. Packed with practical samples, case studies, and exercises, this book is essential reading for anyone interested in the world of games writing. Features +Covers history of games writing, narrative design, storytelling, plot, contracts, and packed with practical samples, case studies, and exercises +Presents readers with opinions and suggestions from today’s game writers who are working in the US, Europe, and Japan +Includes a broad range of topics e.g., creative collaboration, editing, adaptations, and environmental storytelling Brief Table of Contents 1: A Brief History of Game Stories. 2: Decoding and Devising the Brief. 3: NDAs and Contracts. 4: Collaboration: Team Us. 5: Narrative Design. 6: Outlines and Treatments. 7: Character Documents. 8: Environmental Storytelling. 9: Writing Scripts. 10: Editing. 11: Consultancy. 12: Adaptations. 13: Other Roles of the Games Writer. 14: Why Have Stories At All? 15: What Is Plot and How Does It Work? 16: Other Resources for Writers. 17: Marrying Design and Story: Driver 76 Case Study. 18: Storyloading. 19: Shifting Agency. 20: Time Gates and Act Stimulants. 21: Aristotle, Games Writing, and Games. 22: Choice or Enlightenment? 23: The Future of Games Writing. 24: What’s It Like Being a Games Writer? Appendices. A Few of the Game Titles Discussed! Elder Scrolls V: Skyrim Borderlands 2 The Walking Dead L.A. Noire Grand Theft Auto V Mass Effect 3 The Stanley Parable The Last of Us Alien Isolation The Witcher 3: Wild Hunt Life is Strange Until Dawn Quantum Break BioShock World of Warcraft Eve Online Tales of Monkey Island Elite Half Life Legend of Zelda: Ocarina of Time Metal Gear Solid Mass Effect Portal Portal 2 Alan Wake Silent Hill Broken Sword Uncharted: Drake’s Fortune About the Authors Maurice Suckling and Marek Walton have, between them, worked on over 45 games, for almost every major Western publisher. The last 18 years have seen one or both of them work as writers on titles such as Borderlands: The Pre-Sequel, Mafia III, Fable Legends, Civilization 6, Killing Floor 2, Wonderbook: Book of Spells, Red Orchestra 2: Heroes of Stalingrad, Driver: Parallel Lines, XCOM, Sonic & Sega All-Star Racing, Driver 76, Planet 51, BattleForge, Don King Presents Prizefighter, Unsolved Crimes, Virtua Tennis 4, and James Noir’s Hollywood Crimes. « less
2017
The success of Angry Birds, Peggle, and Fruit Ninja has proven that fun and immersive game experiences can be created in two dimensions. Furthermore, 2D graphics enable developers to quickly prototype ideas and mechanics using fewer resources than 3D. 2D Graphics Programming for Games provides an more » in-depth single source on creating 2D graphics that can be easily applied to many game platforms, including iOS, Android, Xbox 360, and the PlayStation Suite. The author presents examples not only from video games but also from art and animated film. The book helps new programmers learn the concepts and techniques used to produce appealing 2D graphics. It starts with the basics and then covers topics pertaining to motion and depth, such as cel animation, tiling, and layering. The text also describes advanced graphics, including the use of particle systems, shaders, and splines. Code samples in the text and online allow readers to see a particular line of code in action or as it relates to the code around it. In addition, challenges and suggested projects encourage readers to work through problems, experiment with solutions, and tinker with code. Full of practical tools and tricks, this color book gives novices in-depth guidance on making professional, high-quality graphics for games. It also improves the relationship between programmers and artists by explaining how certain art and design challenges can be solved with a programmatic solution. « less
2016
This book serves as an introduction to the level design process in Unreal Engine 4. By working with a number of different components within the Unreal Editor, readers will learn to create levels using BSPs, create custom materials, create custom Blueprints complete with events, import objects, create more » particle effects, create sound effects and combine them to create a complete playable game level. The book is designed to work step by step at the beginning of each chapter, then allow the reader to complete similar tasks on their own to show an understanding of the content. A companion website with project files and additional information is included. « less
2016
Visual Studio Edition
Note: This edition is for people who plan to use Visual Studio to develop their C# Unity scripts and stand-alone programs. If you plan to use MonoDevelop, you should buy the MonoDevelop edition instead. Welcome to the wonderful world of programming! In this book you’ll learn the basics of programming more » using the C# programming language. While we admit we love to code (another word for program) just about anything, developing games is one of the coolest things of all. Most of the examples in this book are related to game development using Unity. So you’ll learn how to program properly and you’ll learn how to write C# scripts in Unity. It's important to note that the Unity focus in this book is on the actual C# scripting you do to build Unity games. The book doesn't cover the full gamut of how to build Unity games from scratch (though we do build a complete game in Chapter 20); instead, we use just enough “Unity stuff” to build interesting pieces of game functionality so we can concentrate on learning C#. Don't worry, there are plenty of other books and resources for learning the rest of Unity! If you really just want to learn all the nuts and bolts of Unity, you should buy one of those books instead. You’ll notice we said “learn how to program properly” above, not “whack together games that seem to work.” This is a book that focuses on the correct way to write game software (and software in general), so there’s lots of discussion about our motivations for the particular design and coding decisions we make throughout the book. The book assumes that you’ve never programmed before, so all the material starts at the most basic level. That means that anyone should be able to pick up the book and work their way through it without any prior knowledge. That’s the good news. The bad news is that programming is hard work, especially at first. If you truly want to learn how to program, you’ll need to write programs yourself and struggle through some rough spots before some topics really click for you. Just as you can’t learn how to ride a bicycle by reading about it – you have to actually do it, probably with some spills along the way – you can’t learn to program just by reading about it. If you were hoping to read a book to learn how to program without doing any programming yourself, it’s not going to happen. If you aspire to be a professional game programmer – whether as an indie game developer or in a large game company – and you're willing to put in the work, though, this book will give you a solid foundation for starting on that path. « less
2016
Learn C++ from scratch and get started building your very own games
KEY FEATURES * This book offers a fun way to learn modern C++ programming while building exciting 2D games * This beginner-friendly guide offers a fast-paced but engaging approach to game development * Dive headfirst into building a wide variety of desktop games that gradually increase in complexity * more » It is packed with many suggestions to expand your finished games that will make you think critically, technically, and creatively BOOK DESCRIPTION This book is all about offering you a fun introduction to the world of game programming and C++. It will begin by teaching you the programming basics such as variables, loops, and conditions using game-like mini apps. We then move on to build actual working games. Throughout the course of the book, you will learn to build three different styles of games comprising a frantic two-button-tapper, a zombie survival/shooter, and a multiplayer platformer. While building these games, you will learn some more C++ programming concepts such as OOP and data storage/complexity. We'll end by creating a multiplayer shooter game and will also introduce you to some of the advanced capabilities of C++ such as networking and advanced OOP. As the games gradually increase in complexity, you will explore some of the advanced capabilities of C++ as well as some exciting new game programming techniques. WHAT YOU WILL LEARN * Get to know C++ from scratch while simultaneously learning about building games * Make C++ game coding appear like it is something that any determined person can do * Get a competent level knowledge of C++ programming. * Build exciting games with a wide range of features * Get ready to go and build your own unique games « less
2016
Learn how to build a game using Platino Studio. Follow step-by-step basics to create an app, and then add different functionalities and game logic. WithBeginning Platino Game Engineyou will be able to develop UWP apps using the Processing JS language. You also will be introduced to Temboo and extending more » the processing language to IoT. What You'll Learn: Development using the Platino game engineBuilding UWP apps using the Processing JS languageExtending the processing language to IoT with Temboo Who Is this Book for: This book is for those indie game developers, app developers interested in games, and students new to the Platino game engine and perhaps new to game development. « less
2016
Create your very own role playing game using the RPG Maker MV game development engine. You'll go through tutorials and exercises that will take you from installing the software to putting the final touches upon your first project. Beginning RPG Maker MV has been designed with the complete beginner in more » mind who has little to no experience with the engine. It includes full JavaScript code, replacing the old Ruby commands. Game design can be quite a daunting challenge, as it generally involves a large amount of programming know-how on top of having to plan everything out that makes a good game what it is. RPG Maker MV is an intuitive system that allows you to make your own game with a fraction of the effort otherwise required. Beginning RPG Maker MV equips you with the knowledge you need to use Enterbrain’s newest role playing game development engine. * Takes you from the start of a project to the completion of a small game. * Provides a step-by-step process that will walk you through each stage of the creation process. * Gives many helpful tips and tricks you can apply to your future endeavors with the engine. What You Will Learn * Use switches and variables to affect the game world * Populate your areas with non-player characters that serve a wide range of roles * Use the database which serves as the backbone of RPG Maker MV * Create dungeons with two types of enemy encounter * Create fun and varied mini-games and side-quests to serve as distractions from the main plot * Write scripts using RPG Maker MV’s Script Editor Who This Book is For Beginning RPG Maker MVis for novices in game design who would like to learn how to use a simple, yet robust, game development engine. It’s for those people who have little to no programming experience but would like to make an RPG. « less
2016