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001 | 255692 | ||
003 | TH-BaBU | ||
005 | 20250302083123.0 | ||
008 | 140320t2015 njua e b 001 0 eng d | ||
020 | _a9780321933164 | ||
040 |
_aAU@ _cTH-BaBU |
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050 | 4 |
_aQA76.76.C672 _bG427 2015 |
|
100 | 1 |
_aGibson, Jeremy, _eauthor. _9164943 |
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245 | 1 | 0 |
_aIntroduction to game design, prototyping, and development : _bfrom concept to playable game-with Unity® and C# / _cJeremy Gibson. |
246 | 3 | _aGame design, prototyping, and development. | |
264 | 4 |
_aUpper Saddle River, N.J. : _bAddison-Wesley, _c©2015 |
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300 |
_axxxi, 908 pages : _bcolor illustrations |
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336 |
_atext _btxt _2rdacontent |
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337 |
_aunmediated _bn _2rdamedia |
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338 |
_avolume _bnc _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
505 | 0 | _aMachine generated contents note: 1.Thinking Like a Designer -- You Are a Game Designer -- Bartok: A Game Exercise -- The Definition of Game -- Summary -- 2.Game Analysis Frameworks -- Common Frameworks for Ludology -- MDA: Mechanics; Dynamics, and Aesthetics -- Formal, Dramatic, and Dynamic Elements -- The Elemental Tetrad -- Summary -- 3.The Layered Tetrad -- The Inscribed Layer -- The Dynamic Layer -- The Cultural Layer -- The Responsibility of the Designer -- Summary -- 4.The Inscribed Layer -- Inscribed Mechanics -- Inscribed Aesthetics -- Inscribed Narrative -- Inscribed Technology -- Summary -- 5.The Dynamic Layer -- The Role of the Player -- Emergence -- Dynamic Mechanics -- Dynamic Aesthetics -- Dynamic Narrative -- Dynamic Technology -- Summary -- 6.The Cultural Layer -- Beyond Play -- Cultural Mechanics -- Cultural Aesthetics -- Cultural Narrative -- Cultural Technology -- Authorized Transmedia Are Not in the Cultural Layer -- The Cultural Impact of a Game -- Summary -- | |
505 | 0 | _aMachine generated contents note: 1.Thinking Like a Designer -- You Are a Game Designer -- Bartok: A Game Exercise -- The Definition of Game -- Summary -- 2.Game Analysis Frameworks -- Common Frameworks for Ludology -- MDA: Mechanics; Dynamics, and Aesthetics -- Formal, Dramatic, and Dynamic Elements -- The Elemental Tetrad -- Summary -- 3.The Layered Tetrad -- The Inscribed Layer -- The Dynamic Layer -- The Cultural Layer -- The Responsibility of the Designer -- Summary -- 4.The Inscribed Layer -- Inscribed Mechanics -- Inscribed Aesthetics -- Inscribed Narrative -- Inscribed Technology -- Summary -- 5.The Dynamic Layer -- The Role of the Player -- Emergence -- Dynamic Mechanics -- Dynamic Aesthetics -- Dynamic Narrative -- Dynamic Technology -- Summary -- 6.The Cultural Layer -- Beyond Play -- Cultural Mechanics -- Cultural Aesthetics -- Cultural Narrative -- Cultural Technology -- Authorized Transmedia Are Not in the Cultural Layer -- The Cultural Impact of a Game -- Summary -- | |
505 | 0 | _aContents note continued: 7.Acting Like a Designer -- Iterative Design -- Innovation -- Brainstorming and Ideation -- Changing Your Mind -- Scoping! -- Summary -- 8.Design Goals -- Design Goals: An Incomplete List -- Designer-Centric Goals -- Player-Centric Goals -- Summary -- 9.Paper Prototyping -- The Benefits of Paper Prototypes -- Paper Prototyping Tools -- An Example of a Paper Prototype -- Best Uses for Paper Prototyping -- Poor Uses for Paper Prototyping -- Summary -- 10.Game Testing -- Why Playtest? -- Being a Great Playtester Yourself -- The Circles of Playtesters -- Methods of Playtesting -- Other Important Types of Testing -- Summary -- 11.Math and Game Balance -- The Meaning of Game Balance -- Installing Apache OpenOffice Calc -- Examining Dice Probability with Calc -- The Math of Probability -- Randomizer Technologies in Paper Games -- Weighted Distributions -- Permutations -- Positive and Negative Feedback -- Using Calc to Balance Weapons -- Summary -- | |
505 | 0 | _aContents note continued: 12.Puzzle Design -- Puzzles Are Almost Everywhere -- Scott Kim on Puzzle Design -- Puzzle Examples in Action Games -- Summary -- 13.Guiding the Player -- Direct Guidance -- Indirect Guidance -- Teaching New Skills and Concepts -- Summary -- 14.The Digital Game Industry -- About the Game Industry -- Game Education -- Getting into the Industry -- Don't Wait to Start Making Games! -- Summary -- 15.Thinking in Digital Systems -- Systems Thinking in Board Games -- An Exercise in Simple Instructions -- Game Analysis: Apple Picker -- Summary -- 16.Introducing Our Development Environment: Unity -- Downloading Unity -- Introducing Our Development Environment -- Running Unity for the First Time -- Setting Up the Unity Window Layout -- Learning Your Way Around Unity -- Summary -- 17.Introducing Our Language: C# -- Understanding the Features of C# -- Reading and Understanding C# Syntax -- Summary -- 18.Hello World: Your First Program -- Creating a New Project -- | |
505 | 0 | _aContents note continued: Making a New C# Script -- Making Things More Interesting -- Summary -- 19.Variables and Components -- Introducing Variables -- Strongly Typed Variables in C# -- Important C# Variable Types -- The Scope of Variables -- Naming Conventions -- Important Unity Variable Types -- Unity GameObjects and Components -- Summary -- 20.Boolean Operations and Conditionals -- Booleans -- Comparison Operators -- Conditional Statements -- Summary -- 21.Loops -- Types of Loops -- Set Up a Project -- while Loops -- do...while Loops -- for Loops -- for each Loops -- Jump Statements within Loops -- Summary -- 22.Lists and Arrays -- C# Collections -- List -- Array -- Multidimensional Arrays -- Jagged Arrays -- Whether to Use Array or List -- Summary -- Summary Exercise -- Moving Forward -- 23.Functions and Parameters -- Set Up the Function Examples Project -- Definition of a Function -- Function Parameters and Arguments -- Returning Values -- Proper Function Names -- | |
505 | 0 | _aContents note continued: When Should You Use Functions? -- Function Overloading -- Optional Parameters -- The params Keyword -- Recursive Functions -- Summary -- 24.Debugging -- Getting Started with Debugging -- Stepping Through Code with the Debugger -- Summary -- 25.Classes -- Understanding Classes -- Class Inheritance -- Summary -- 26.Object-Oriented Thinking -- The Object-Oriented Metaphor -- An Object-Oriented Boids Implementation -- Summary -- 27.The Agile Mentality -- The Manifesto for Agile Software Development -- Scrum Methodology -- Creating Your Own Burndown Charts -- Summary -- 28.Prototype 1: Apple Picker -- The Purpose of a Digital Prototype -- Preparing -- Coding the Apple Picker Prototype -- GUI and Game Management -- Summary -- Next Steps -- 29.Prototype 2: Mission Demolition -- Getting Started: Prototype 2 -- Game Prototype Concept -- Art Assets -- Coding the Prototype -- Summary -- Next Steps -- 30.Prototype 3: Space SHMUP -- Getting Started: Prototype 3 -- | |
505 | 0 | _aContents note continued: Setting the Scene -- Making the Hero Ship -- Adding Some Enemies -- Spawning Enemies at Random -- Setting Tags, Layers, and Physics -- Making the Enemies Damage the Player -- Restarting the Game -- Shooting (Finally) -- Adding Power-Ups -- Resolving Race Conditions in Code -- Making Enemies Drop Power-Ups -- Programming Other Enemies -- Adding Particle Effects and Background -- Summary -- Next Steps -- 31.Prototype 4: Prospector Solitaire -- Getting Started: Prototype 4 -- Build Settings -- Importing Images as Sprites -- Constructing Cards from Sprites -- The Prospector Game -- Implementing Prospector in Code -- Adding Scoring to Prospector -- Summary -- Next Steps -- 32.Prototype 5: Bartok -- Getting Started: Prototype 5 -- Build Settings -- Coding Bartok -- Summary -- Next Steps -- 33.Prototype 6: Word Game -- Getting Started: Word Game Prototype -- About the Word Game -- Parsing the Word List -- Setting Up the Game -- Laying Out the Screen -- | |
505 | 0 | _aContents note continued: Adding Interactivity -- Adding Scoring -- Adding Animation -- Adding Color -- Summary -- Next Steps -- 34.Prototype 7: QuickSnap -- Getting Started: QuickSnap Prototype -- Building the Scene -- Coding the Game -- Summary -- Next Steps -- 35.Prototype 8: Omega Mage -- Getting Started: Omega Mage Prototype -- Building the Scene -- The Mage Character -- Mouse Interaction -- Movement -- The Inventory and Selecting Elements -- Casting the Fire Ground Spell -- Changing Rooms -- Spawning Enemies -- Abstracting the Enemy Interface -- Making an EnemyFactory -- Summary -- Next Steps -- Thanks! -- A.Standard Project Setup Procedure -- B.Useful Concepts -- C# and Unity Coding Concepts -- Math Concepts -- Interpolation -- Roleplaying Games -- User Interface Concepts -- C.Online Reference -- Tutorials -- Unity Resources -- Programming -- Searching Tips -- Finding Assets -- Educational Software Discounts. | |
630 | 0 | 0 |
_aUnity (Electronic resource) _9148424 |
650 | 0 |
_aComputer games _xProgramming. |
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650 | 0 |
_aComputer games _xDesign. _927832 |
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650 | 0 |
_aVideo games _xDesign. _986170 |
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650 | 0 |
_aVideo games _xProgramming. _9164944 |
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650 | 0 | _aThree-dimensional display systems. | |
650 | 0 | _aC# (Computer program language) | |
650 | 0 |
_aApplication software _xDevelopment. |
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997 | _bcom | ||
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