Exploring Roguelike Games

Exploring Roguelike Games
Author: John Harris
Publsiher: CRC Press
Total Pages: 910
Release: 2020-09-09
Genre: Art
ISBN: 9781000169492

Download Exploring Roguelike Games Book in PDF, Epub and Kindle

Since 1980, in-the-know computer gamers have been enthralled by the unpredictable, random, and incredibly deep gameplay of Rogue and those games inspired by it, known to fans as "roguelikes." For decades, this venerable genre was off the radar of most players and developers for a variety of reasons: deceptively simple graphics (often just text characters), high difficulty, and their demand that a player brings more of themselves to the game than your typical AAA title asks. This book covers many of the most prominent titles and explains in great detail what makes them interesting, the ways to get started playing them, the history of the genre, and more. It includes interviews, playthroughs, and hundreds of screenshots. It is a labor of love: if even a fraction of the author’s enthusiasm for these games gets through these pages to you, then you will enjoy it a great deal. Key Features: Playing tips and strategy for newcomers to the genre Core roguelikes Rogue, Angband, NetHack, Dungeon Crawl Stone Soup, ADOM, and Brogue The "lost roguelikes" Super Rogue and XRogue, and the early RPG dnd for PLATO systems The Japanese console roguelikes Taloon’s Mystery Dungeon and Shiren the Wanderer Lesser-known but extremely interesting games like Larn, DoomRL, HyperRogue, Incursion, and Dungeon Hack "Rogue-ish" games that blur the edges of the genre, including Spelunky, HyperRogue, ToeJam & Earl, Defense of the Oasis, Out There, and Zelda Randomizer Interviews with such developers as Keith Burgun (100 Rogues and Auro), Rodain Joubert (Desktop Dungeons), Josh Ge (Cogmind), Dr. Thomas Biskup (ADOM), and Robin Bandy (devnull public NetHack tournament) An interview regarding Strange Adventures in Infinite Space Design issues of interest to developers and enthusiasts Author Bio: John Harris has bumped around the Internet for more than 20 years. In addition to writing the columns @Play and Pixel Journeys for GameSetWatch and developer interviews for Gamasutra, he has spoken at Roguelike Celebration. John Harris has a MA in English Literature from Georgia Southern University.

Dungeon Hacks

Dungeon Hacks
Author: David L. Craddock
Publsiher: CRC Press
Total Pages: 172
Release: 2021-08-11
Genre: Computers
ISBN: 9781000425673

Download Dungeon Hacks Book in PDF, Epub and Kindle

In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today—and beyond.

Roguelike

Roguelike
Author: Mathew Henderson
Publsiher: House of Anansi
Total Pages: 76
Release: 2020-04-07
Genre: Poetry
ISBN: 9781487007829

Download Roguelike Book in PDF, Epub and Kindle

Mathew Henderson explores with remarkable insight the unique logics of video games and addiction in his much-anticipated sophomore poetry collection. Mathew Henderson’s Roguelike, the much-anticipated follow-up to his acclaimed 2012 debut The Lease, melds the unique online vocabulary, culture, and logic of video games with family and addiction narratives, specifically the poet’s relationship with his mother and her struggle with narcotics. The resulting poems are arresting and fresh, mining game mythology, fantasy, and family history, while exploring the rich connection between video gaming and notions of addiction, repetition, storytelling, and escapism. Though the poems are largely narrative, ultimately Roguelike is less about stories themselves than it is about the psychological and emotional forces that define how and why we make them — how we’re all moved to shape the disparate and seemingly unconnected events of our lives into something meaningful, to make sense of the past and the present through storytelling.

Proceedings of the 2nd International Conference on Culture Design and Social Development CDSD 2022

Proceedings of the 2nd International Conference on Culture  Design and Social Development  CDSD 2022
Author: Mohd Fauzi bin Sedon M. Dom,Peter Thomas Zabielskis,Xudong Liu,Xiao Liu
Publsiher: Springer Nature
Total Pages: 644
Release: 2023-03-02
Genre: Architecture
ISBN: 9782384760183

Download Proceedings of the 2nd International Conference on Culture Design and Social Development CDSD 2022 Book in PDF, Epub and Kindle

This is an open access book. Culture is the spiritual activity and product of human society relative to economy and politics. The traditional concept of human beings believes that culture is a social phenomenon, a product created by human beings for a long time, and at the same time a historical phenomenon, which is the accumulation of human society and history. The technical, economical and cultural nature of art design determines that only with high social and economic development can art and culture flourish. Art design is the product of the combination of art and technology. Art design is also a kind of productivity, which promotes the development of social economy. As a driving factor for social and economic development, design art will also better serve the social economy with its own more perfect operating system. The 2nd International Conference on Culture, Design and Social Development (CDSD 2022) was held in Nanjing from December 2 to 4, 2022. The purpose of the conference is to provide an international platform for experts, scholars, engineers and technicians, and technical R&D personnel engaged in related fields such as "culture", "design" and "social development", to share scientific research results, broaden research ideas, collide with new ideas, and strengthen academic research, and to explore the key challenges and research directions faced by the development of this field, and promote the industrialization cooperation of academic achievements. Experts, scholars, business people and other relevant personnel from universities and research institutions at home and abroad are cordially invited to attend and exchange.

Procedural Generation in Game Design

Procedural Generation in Game Design
Author: Tanya Short,Tarn Adams
Publsiher: CRC Press
Total Pages: 351
Release: 2017-06-12
Genre: Computers
ISBN: 9781351642910

Download Procedural Generation in Game Design Book in PDF, Epub and Kindle

Making a game can be an intensive process, and if not planned accurately can easily run over budget. The use of procedural generation in game design can help with the intricate and multifarious aspects of game development; thus facilitating cost reduction. This form of development enables games to create their play areas, objects and stories based on a set of rules, rather than relying on the developer to handcraft each element individually. Readers will learn to create randomized maps, weave accidental plotlines, and manage complex systems that are prone to unpredictable behavior. Tanya Short’s and Tarn Adams’ Procedural Generation in Game Design offers a wide collection of chapters from various experts that cover the implementation and enactment of procedural generation in games. Designers from a variety of studios provide concrete examples from their games to illustrate the many facets of this emerging sub-discipline. Key Features: Introduces the differences between static/traditional game design and procedural game design Demonstrates how to solve or avoid common problems with procedural game design in a variety of concrete ways Includes industry leaders’ experiences and lessons from award-winning games World’s finest guide for how to begin thinking about procedural design

One Week Dungeons

One Week Dungeons
Author: David L. Craddock
Publsiher: CRC Press
Total Pages: 130
Release: 2022-02-18
Genre: Computers
ISBN: 9781000427172

Download One Week Dungeons Book in PDF, Epub and Kindle

"An entertaining, race-against-time narrative." —Kobo review "A fast-paced look into seven-day roguelikes, something so niche most people wouldn't have heard about, but the book is well written and shows how important it is to get your thoughts down so you can sort out your ideas." —Goodreads review Eleven game designers. Eight grand ideas. Seven days to will them into reality. Every year, programmers around the world compete in the 7-day roguelike challenge, or 7DRL, a weeklong game jam where participants endeavor to design and program a roguelike role-playing game. Their obstacles: day jobs, family responsibilities, sleep deprivation, and visionary concepts too big for 168 hours to contain. Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires. David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series and Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.

Fifty Key Video Games

Fifty Key Video Games
Author: Bernard Perron,Kelly Boudreau,Mark J.P. Wolf,Dominic Arsenault
Publsiher: Taylor & Francis
Total Pages: 351
Release: 2022-07-26
Genre: Games & Activities
ISBN: 9781000596168

Download Fifty Key Video Games Book in PDF, Epub and Kindle

This volume examines fifty of the most important video games that have contributed significantly to the history, development, or culture of the medium, providing an overview of video games from their beginning to the present day. This volume covers a variety of historical periods and platforms, genres, commercial impact, artistic choices, contexts of play, typical and atypical representations, uses of games for specific purposes, uses of materials or techniques, specific subcultures, repurposing, transgressive aesthetics, interfaces, moral or ethical impact, and more. Key video games featured include Animal Crossing, Call of Duty, Grand Theft Auto, The Legend of Zelda, Minecraft, PONG, Super Mario Bros., Tetris, and World of Warcraft. Each game is closely analyzed in order to properly contextualize it, to emphasize its prominent features, to show how it creates a unique experience of gameplay, and to outline the ways it might speak about society and culture. The book also acts as a highly accessible showcase to a range of disciplinary perspectives that are found and practiced in the field of game studies. With each entry supplemented by references and suggestions for further reading, Fifty Key Video Games is an indispensable reference for anyone interested in video games.

21 Games to Love For The Atari VCS

21 Games to Love For The Atari VCS
Author: John Harris
Publsiher: John Harris
Total Pages: 268
Release: 2018-04-15
Genre: Games & Activities
ISBN: 9182736450XXX

Download 21 Games to Love For The Atari VCS Book in PDF, Epub and Kindle

The Atari Video Computer System, aka VCS, later renamed the Atari 2600 after its model number (CX2600), was the first popular programmable home video game console. The VCS wasn't the first in any area except one: it was the first really popular programmable home video game console. Sales of the VCS were gigantic. Atari would ultimately move 30 million units, and the machine remained in production until 1992. It lasted a venerable 15 years, and survived long enough to compete against the SNES. And it did all this with a hardware set that could at best be described as ludicrous. This is generally a book of reviews of interesting Atari VCS games, but there are some important caveats. For inclusion, the most playable version of the game has to be for the VCS. For example, the VCS port of Missile Command is a very good game. But the arcade version is much better: it has three bases instead of one adding a touch more strategy to it, it has missile "matchbooks" that let you use one explosion to touch off others, there are more and more varied types of enemies, and it's generally just a better game overall. You're about as likely to be able to play the VCS or Arcade versions these days, so, why not play the arcade one? This also rules out a host of arcade conversions. In a few cases, the stars of programmer skill and hardware capability combine in such a way that the version on the lowly Atari VCS, a machine with 128 bytes of RAM and ludicrously primitive display capability, is actually a competitive version, and sometimes it is superior in one or more ways. Two games this is true for is Asteroids (whose game variations provide interesting ways to play the arcade doesn't try to match) and Space Invaders (the two-player co-op versions of which make it actually more interesting than the arcade). This is a book of such games. Reasons to scour eBay for tapes, or else drag out an emulator. Gameplay doensn't go obsolete, but some games do become, ah, less accessible over time. Here are 21 that don't.