Basics of game design [electronic resource] / Michael E. Moore
- Author
- Moore, Michael E. (Game designer)
- Published
- Boca Raton : A K Peters/CRC Press, [2011]
- Copyright Date
- ©2011
- Physical Description
- 1 online resource (xv, 375 pages) : color illustrations, color maps
Access Online
- Contents
- Machine generated contents note: 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.
- Subject(s)
- ISBN
- 9781439867761 (electronic bk.)
1439867763 (electronic bk.) - Note
- Includes index.
AVAILABLE ONLINE TO AUTHORIZED PSU USERS. - Technical Details
- Mode of access: World Wide Web.
View MARC record | catkey: 7399225