Spelunky

Spelunky
Author: Derek Yu
Publsiher: Boss Fight Books
Total Pages: 224
Release: 2016-03-29
Genre: Computers
ISBN: 9781940535111

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A game's creation as told by its creator, perhaps the best rpimer on game design.

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

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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

Shovel Knight

Shovel Knight
Author: David L. Craddock
Publsiher: Boss Fight Books
Total Pages: 192
Release: 2018-11-15
Genre: Computers
ISBN: 9781940535197

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In 2014, Yacht Club Games released its very first game, Shovel Knight, a joyful 2D platformer that wears its NES influences on its sleeve. This unlikely pastiche of 8-bit inspirations manages to emulate the look, feel, and even the technical limitations of nostalgic titles like Mega Man, Zelda II, and Castlevania III-imbued with a contemporary sense of humor and self-awareness. But how is a fundamentally retro game created in the modern era? And what do the games of the past have to teach today's game designers? Based on extensive original interviews with the entire Yacht Club Games team, writer David L. Craddock unearths the story of five game developers who worked so well together while at WayForward Games that they decided to start their own studio. From the high highs of Shovel Knight's groundbreaking Kickstarter to the low lows of its unexpectedly lengthy development, Boss Fight presents a new master class in how a great game gets made. Get ready to steel your shovel and dig into this fascinating oral history. For Shovelry!

20 Essential Games to Study

20 Essential Games to Study
Author: Joshua Bycer
Publsiher: CRC Press
Total Pages: 156
Release: 2018-10-26
Genre: Computers
ISBN: 9780429802072

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The purpose of this book is to look over the past 35 years of games to discuss titles whose design deserves to be studied by anyone with an interest in game design. While there are plenty of books that focus on the technical side of Game Development, there are few that study the nature of game design itself. Featuring a mix of console and PC offerings, I purposely left off some of the easy choices (Mario, Starcraft, Call of Duty, Overwatch) to focus on games that stood out thanks to their designs. Key Features An informative breakdown focusing on the design and gameplay of successful games Written to be useful for students or designers starting out in game development Books focused specifically on design are rare Perfect for students and professionals alike, or can be read for the nostalgia and history

Silent Hill 2

Silent Hill 2
Author: Mike Drucker
Publsiher: Boss Fight Books
Total Pages: 120
Release: 2021-01-26
Genre: Games & Activities
ISBN: 9781940535272

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A troubled man travels to a mysterious town from his past after receiving a letter from his wife... who's been dead for years. And while our "hero" explores dark corridors and battles countless disturbing enemies, his journey offers more psychological horror than survival horror. Welcome to Silent Hill, where the monster is you. Silent Hill 2 doubles down on what made the first game so compelling: The feeling of being lost in a foggy, upside-down town as unsettling as it is familiar. Nearly two decades after first experiencing Silent Hill 2, writer and comedian Mike Drucker returns to its dark depths to explore how this bold video game delivers an experience that is tense, nightmarish, and anything but fun. With an in-depth and highly personal study of its tragic cast of characters, and a critical examination of developer Konami’s world design and uneven marketing strategy, Drucker examines how Silent Hill 2 forces its players to grapple with the fact that very real-world terrors of trauma, abuse, shame, and guilt are far more threatening than any pyramid-headed monster could ever be.

Exploring Roguelike Games

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

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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.

Beastmaking

Beastmaking
Author: Ned Feehally
Publsiher: Vertebrate Publishing
Total Pages: 304
Release: 2021-09-16
Genre: Sports & Recreation
ISBN: 9781839810107

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'When it comes to training for climbing, you are your own experiment.' Beastmaking by Ned Feehally is a book about training for climbing. It is designed to provide normal people – like you and me – with the tools we need to get the most out of our climbing. It is written by one of the world's top climbers and a co-founder of Beastmaker. It features sections on finger strength, fingerboarding, board training, mobility and core, and includes suggested exercises and workouts. There are insights from some of the world's top climbers, including Alex Honnold, Shauna Coxsey, Adam Ondra, Alex Puccio and Tomoa Narasaki. Free from jargon, it is intended to provide enough information for us to work out what we need to train, and to help us to train it.

Game Engine Architecture Third Edition

Game Engine Architecture  Third Edition
Author: Jason Gregory
Publsiher: CRC Press
Total Pages: 1240
Release: 2018-07-20
Genre: Computers
ISBN: 9781351974288

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In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.