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Loading Life A Video Game Novel
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Download or read book Avarice written by E.N. Chaffin and published by Chaffin Press. This book was released on 2024-02-10 with total page 313 pages. Available in PDF, EPUB and Kindle. Book excerpt: Traumatized trio plays tag in the Feylands. Will the hunters find him before she does? When a vampire attacks Azana in her own home, she's certain death is the only outcome--until the legendary Wyraj hunter, Lavanya, saves her. With Lavanya’s help, Azana begins to piece her life back together, but she soon uncovers dark family secrets. A runaway named Talos has the answers she seeks. Tracking him down is a risk she must take for the truth. As if life hasn't become complicated enough, she discovers her best friend Marc is keeping his own secrets, mingling with mercenaries who have Talos on their radar. Will Azana be able to save Talos without hurting Marc? Or will she be the next target?
Download or read book ReMade: Book 1 written by Matthew Cody and published by Serial Box. This book was released on 2017-04-25 with total page 552 pages. Available in PDF, EPUB and Kindle. Book excerpt: Every minute, 108 people die. In one of those minutes this fall, twenty-three of those deaths will be teenagers. Now they are humanity’s last hope for survival. Now they are humanity’s last hope for survival. Awakened in a post-apocalyptic world and hunted by mechanical horrors, these teens search for answers amidst the ruins of civilization. Fate, love, and loyalty face off in this adrenaline -pumping adventure.
Book Synopsis Loaded Dice: Books 4-6 by : Aron Christensen
Download or read book Loaded Dice: Books 4-6 written by Aron Christensen and published by Loose Leaf Stories. This book was released on 2024-05-07 with total page 509 pages. Available in PDF, EPUB and Kindle. Book excerpt: After six years of writing for The RPGuide, we’ve talked a lot about running and playing role-playing games. Thank you for reading all this time! This is a collection of our best and favorite articles from years 4 - 6 of RPGuide posts. It includes sections on Storytelling, plotting and pacing your RPG, non-player characters (NPCs), game rules and mechanics, and advice for players to create characters and then play them in a team sport like RPGs. Whether you’re new to role-playing games or have been gaming for years, come learn from our mistakes and take advantage of our experience.
Download or read book Video Games written by Kevin Hile and published by Greenhaven Publishing LLC. This book was released on 2009-10-26 with total page 106 pages. Available in PDF, EPUB and Kindle. Book excerpt: The evolution of the video game is incredible; from a two-colored screen with paddle and pong to fully immersive alternate playing worlds, it is one technology that seems to be constantly evolving. This volume explains the history of video games, the considerations of their impact on players and society, and how they can be used as educational tools. Readers will learn about the future of video games as well.
Book Synopsis Loaded Dice: Volumes 1-3 by : Aron Christensen
Download or read book Loaded Dice: Volumes 1-3 written by Aron Christensen and published by Loose Leaf Stories. This book was released on 2021-09-10 with total page 507 pages. Available in PDF, EPUB and Kindle. Book excerpt: After three years of writing for The RPGuide, we’ve talked a lot about running and playing role-playing games. Thank you for listening for all these years! This is a collection of our best and favorite articles from all three years of RPGuide posts. It includes three volumes of Loaded Dice, each one covering a year of our ramblings. There are sections on Storytelling, plotting and pacing your game, non-player characters (NPCs), game rules and mechanics, and advice for players to create characters and then play them in a team sport like RPGs. Whether you’re new to role-playing games or have been gaming for years, come learn from our mistakes and take advantage of our experience. Most of the posts included in this boxed set build on the ideas that we set out in our first guidebooks: My Guide to RPG Storytelling, My Storytelling Guide Companion, and From Dream to Dice. You don’t need to read them, but it might help.
Download or read book The Book of Games written by Bendik Stang and published by Book of Games. This book was released on 2006-11 with total page 449 pages. Available in PDF, EPUB and Kindle. Book excerpt: A feast for the eyes with literally thousands of vivid, high-resolution screen shots, this book provides a comprehensive visual tour through the world of PC and video gaming. Sorted by genre, 150 of the most exciting current software titles are reviewed with information of interest to players, parents, and industry professionals. Each game is featured in a two-page spread that includes detailed game summary, analysis, and strategy, nine representative in-game screen shots, games with similar skill and strategy requirements, appropriate age range, ESRB content ratings, complete technological specifications, and more. Feature stories are included throughout the book, covering game-related topics such as multiplayer online gaming, games in movies, and the future of gaming. The book also includes useful reference tools such as an illustrated glossary, an overview of game publishers, and information on current and upcoming hardware platforms such as Sony's new PS3 and Nintendo's Wii.
Book Synopsis The Linguistics of Stephen King by : James Arthur Anderson
Download or read book The Linguistics of Stephen King written by James Arthur Anderson and published by McFarland. This book was released on 2017-06-27 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: Stephen King, "America's Favorite Boogeyman," has sold over 350 million copies of his books, becoming in effect the face of horror fiction. His influence on popular culture has drawn both strong praise and harsh criticism from reviewers and scholars alike. While his popularity cannot be overstated, his work has received relatively little critical attention from the academic world. Examining King's fiction using modern literary theory, this study reveals the unexpected complexity of 22 short stories and novels, from Carrie to End of Watch. The author finds King using fantasy and horror to expose truths about reality and the human condition.
Download or read book The Rule Book written by Jaakko Stenros and published by MIT Press. This book was released on 2024-03-12 with total page 253 pages. Available in PDF, EPUB and Kindle. Book excerpt: How games are built on the foundations of rules, and how rules—of which there are only five kinds—really work. Board games to sports, digital games to party games, gambling to role-playing games. They all share one thing in common: rules. Indeed, rules are the one and only thing game scholars agree is central to games. But what, in fact, are rules? In The Rule Book, Jaakko Stenros and Markus Montola explore how different kinds of rules work as building blocks of games. Rules are constraints placed on us while we play, carving a limited possibility space for us. They also inject meaning into our play: without rules there is no queen in chess, no ball in Pong, and no hole in one in golf. Stenros and Montola discuss how rules constitute games through five foundational types: the explicit statements listed in the official rules, the private limitations and goals players place on themselves, the social and cultural norms that guide gameplay, the external regulation the surrounding society places on playing, and the material embodiments of rules. Depending on the game, rules can be formal, internal, social, external, or material. By considering the similarities and differences of wildly different games and rules within a shared theoretical framework, The Rule Book renders all games more legible.
Book Synopsis The Little Black Book of Innovation, With a New Preface by : Scott D. Anthony
Download or read book The Little Black Book of Innovation, With a New Preface written by Scott D. Anthony and published by Harvard Business Review Press. This book was released on 2017-03-28 with total page 271 pages. Available in PDF, EPUB and Kindle. Book excerpt: In The Little Black Book of Innovation, long-time innovation expert Scott D. Anthony draws on stories from his research and field work with companies like Procter & Gamble to demystify innovation. Anthony presents a simple definition of innovation and illuminates its vital role in organizational success and personal growth. Anthony also provides a powerful 28-day program for mastering innovation’s key steps: finding insight, generating ideas, building businesses, and strengthening capabilities. With its wealth of illustrative case studies from around the globe, this engaging and potent playbook is a must-read for anyone seeking to turn themselves or their companies into true innovation powerhouses.
Book Synopsis Book Three of the Five Planets by : Lucifer Jeremy White
Download or read book Book Three of the Five Planets written by Lucifer Jeremy White and published by Lulu.com. This book was released on 2018-04-12 with total page 104 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a religion based on five "imaginary" worlds which puts to use the scientific theory that since space is without boundaries than every imaginable world must exist in it. It also uses the principle that man is becoming increasingly able to turn fantasy into reality, through technology.
Book Synopsis Mastering LibGDX Game Development by : Patrick Hoey
Download or read book Mastering LibGDX Game Development written by Patrick Hoey and published by Packt Publishing Ltd. This book was released on 2015-11-26 with total page 420 pages. Available in PDF, EPUB and Kindle. Book excerpt: Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title About This Book Learn game architecture and design patterns with concrete examples using proper software engineering principles Save time and money with this handy reference guide for future game development with LibGDX Design and develop a fully functional RPG video game from scratch with a hands on, step-by-step approach using LibGDX Who This Book Is For If you are an intermediate-level game developer who wants to create an RPG video game but found the creation process overwhelming, either by lack of tutorials or by getting lost in a sea of game-related technologies, engines, or frameworks, then this book is for you. This book assumes familiarity with Java and some basic knowledge of LibGDX. What You Will Learn Develop characters with stat attributes, player movement, animation, physics, and collision detection Create interactive NPC characters with speech windows and build immersion via dialog trees Build inventory management system UIs with drag and drop items to sell, buy, and equip Design a quest system to expand out the content of your game Form interesting enemies with battle mechanics and spawn points Devise scripted cutscenes to add an element of story and drama Develop save and load game profiles Create special effects to give the game extra “juiciness” and polish, and help build the atmosphere In Detail LibGDX is a Java-based framework developed with a heavy emphasis on performance, and includes cross-platform support out of the box (Windows, OS X, Linux, iOS, Android, and HTML5) as well as providing all the low-level functionality so that you can focus on developing your game and not battling with the platform. LibGDX also has an engaged and responsive community, active maintenance, and is available for free without a prohibitive license. Starting from the beginning, this book will take you through the entire development process of creating an RPG video game using LibGDX. First, this book will introduce you to the features specific to RPG games, as well as an overview of game architecture. Then, you will create map locations, develop character movement, add animation, integrate collision detection, and develop a portal system. Next, you will learn and develop a HUD and other UI components, as well as an inventory management system. You will then develop NPC interactions including dialog trees, shopkeepers, and quest givers. After this, you will design and create battle features for fighting enemies, as well as event triggers for world events. Finally, you will add the final polish with sound, music, and lighting effects. By the end of this book, you will have learned and applied core components from the LibGDX framework, as well as have a finished game to use as a springboard for customization and story development for your own commercial video game. Style and approach This book walks you through the concepts and implementation of developing a complete RPG game, unfolding chapter by chapter and building upon previous concepts. Each chapter can be used as an individual reference with diagrams to explain core concepts with concrete example code explained in detail.
Book Synopsis Narrative Pleasures in Young Adult Novels, Films and Video Games by : M. Mackey
Download or read book Narrative Pleasures in Young Adult Novels, Films and Video Games written by M. Mackey and published by Springer. This book was released on 2011-07-08 with total page 272 pages. Available in PDF, EPUB and Kindle. Book excerpt: Stories are told today through many formats and young interpreters bring multimedia experience to bear on every narrative format they encounter. In this book, twelve young people read a novel, watch a film and play a video game from beginning to end. Their responses inform a new framework of contemporary themes of narrative comprehension.
Book Synopsis The Composition of Video Games by : Johansen Quijano
Download or read book The Composition of Video Games written by Johansen Quijano and published by McFarland. This book was released on 2019-10-21 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.
Book Synopsis Video Gaming in Science Fiction by : Jason Barr
Download or read book Video Gaming in Science Fiction written by Jason Barr and published by McFarland. This book was released on 2018-09-11 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: As video gaming and gaming culture became more mainstream in the 1970s, science fiction authors began to incorporate aspects of each into their work. This study examines how media-fueled paranoia about video gaming--first emerging almost fifty years ago--still resonates in modern science fiction. The author reveals how negative stereotypes of gamers and gaming have endured in depictions of modern gamers in the media and how honest portrayals are still wanting, even in the "forward thinking" world of science fiction.
Book Synopsis Physical Therapy of the Shoulder - E-Book by : Robert A. Donatelli
Download or read book Physical Therapy of the Shoulder - E-Book written by Robert A. Donatelli and published by Elsevier Health Sciences. This book was released on 2011-03-16 with total page 490 pages. Available in PDF, EPUB and Kindle. Book excerpt: - Updated neurology and surgery sections provide the most current, evidence-based practice parameters. - New case studies are added to show the clinical application of therapy principles. - Video clips on the companion Evolve website demonstrate additional techniques, exercises, and tests.
Book Synopsis Every Game Is an Island by : Riccardo Fassone
Download or read book Every Game Is an Island written by Riccardo Fassone and published by Bloomsbury Publishing USA. This book was released on 2017-02-23 with total page 209 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.
Book Synopsis Adaptations of Mental and Cognitive Disability in Popular Media by : Whitney Hardin
Download or read book Adaptations of Mental and Cognitive Disability in Popular Media written by Whitney Hardin and published by Rowman & Littlefield. This book was released on 2022-03-31 with total page 235 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examining representations of mental difference, this collection focuses on the ways that adaptations (including remakes, reboots, and other examples of remixed narratives) can shape and shift the social contexts and narratives we use to define mental disability. The movement of narratives across media via adaptation, or within media but across time and space in the case of remakes and reboots, is a common tactic for revitalization, allowing storytellers to breathe new life into tired narratives, remedying past inaccuracies and making them accessible and relevant for contemporary audiences. Thus, this collection argues that adaptation provides a useful tool for examining the constraints or opportunities different media impose on or afford narratives, or for measuring shifts in ideology as narratives move across cultures or through time. Further, narrative functions within this collection as a framework for examining the ways that popular media exerts rhetorical power, allowing for deeper understandings of the ways that mental disability is experienced by differently situated individuals, and revealing relationships with broader social narratives that attempt to push definitions of disability onto them.