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Spelunky
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Download or read book Spelunky written by Derek Yu and published by Boss Fight Books. This book was released on 2016 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: A game's creation as told by its creator, perhaps the best rpimer on game design.
Book Synopsis Procedural Generation in Game Design by : Tanya Short
Download or read book Procedural Generation in Game Design written by Tanya Short and published by CRC Press. This book was released on 2017-06-12 with total page 339 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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
Download or read book Super Mario Bros. 2 written by Jon Irwin and published by Boss Fight Books. This book was released on 2014 with total page 126 pages. Available in PDF, EPUB and Kindle. Book excerpt: In perhaps the most famous switcheroo in all of game history, the Japanese version of Super Mario Bros. 2 was declared "too hard" by Nintendo of America and replaced with a Mario-ified port of the Famicom hit, Yume Kōjō Doki Doki Panic. The new game (dubbed Super Mario USA in Japan) was a huge success for its four playable characters, improved graphics, immersive levels, and catchy music, and eventually became the 3rd bestselling game for the NES. And yet. Because of its strange new villains, its wild gameplay, and its mysterious touches, SMB2 has for years been regarded as the Odd Mario Out, even as it has seen popular updates on the Super NES and Game Boy Advance. Irwin's Mario is not a simple retelling of a 25-year-old story, but instead an examination of the game with fresh eyes: both as a product of its time and as a welcome change from the larger Super Mario franchise. Along the way he searches for clues, pulling up a few vegetables of his own. What he finds is not at all what he expected.
Download or read book Galaga written by Michael Kimball and published by Boss Fight Books. This book was released on 2014 with total page 89 pages. Available in PDF, EPUB and Kindle. Book excerpt: For fifteen seconds of one of the highest-grossing films of all time, The Avengersa (TM) plan to save the world comes to a grinding halt when Tony Stark calls out a low-level member of S.H.I.E.L.D. for playing Galaga on the job. Acclaimed novelist and lifelong Galaga player Michael Kimball knows the compulsion: Hea (TM)s set and re-set high scores on Galaga machines all across America. What many call the greatest fixed shooter arcade game in history, Galaga broke the Space Invaders mold with superior graphics, faster firing, bonus rounds, tractor beams, and advanced enemy A.I. Since its 1981 release, Galaga has inspired numerous sequels, bootlegs, hacks, and clonesa "and some version of Galaga has been released for nearly every gaming platform. Kimball shares his obsession with Galaga through a discussion of the innovative gameplay it introduced (including lots of tips), its extensive cultural legacy (including collectibles, movies, rap songs, drinking games, and sex acts), and how Galaga got Kimball through a difficult childhood--and maybe saved his life.
Book Synopsis 20 Essential Games to Study by : Joshua Bycer
Download or read book 20 Essential Games to Study written by Joshua Bycer and published by CRC Press. This book was released on 2018-10-26 with total page 156 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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
Download or read book Silent Hill 2 written by Mike Drucker and published by Boss Fight Books. This book was released on 2021-01-26 with total page 120 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Book Synopsis Shovel Knight by : David L. Craddock
Download or read book Shovel Knight written by David L. Craddock and published by Boss Fight Books. This book was released on 2018 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: Based on extensive original interviews with the Yacht Club Games team, writer David L. Craddock unearths the story of a fledgling group of game developers who worked so well together at WayForward Games that they decided to start their own studio.
Download or read book Machine of Death written by Ryan North and published by Machines of Death LLC. This book was released on 2010 with total page 468 pages. Available in PDF, EPUB and Kindle. Book excerpt: MACHINE OF DEATH tells thirty-four different stories about people who know how they will die. Prepare to have your tears jerked, your spine tingled, your funny bone tickled, your mind blown, your pulse quickened, or your heart warmed. Or better yet, simply prepare to be surprised. Because even when people do have perfect knowledge of the future, there's no telling exactly how things will turn out.
Book Synopsis Exploring Roguelike Games by : John Harris
Download or read book Exploring Roguelike Games written by John Harris and published by CRC Press. This book was released on 2020-09-09 with total page 931 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Postal written by Brock Wilbur and published by Boss Fight Books. This book was released on 2020-04-07 with total page 110 pages. Available in PDF, EPUB and Kindle. Book excerpt: In 1997, game studio Running With Scissors released its debut title, Postal, an isometric shooter aimed at shocking an imagined pearl-clutching public. The game was crass, gory, and dumb—all of which might have been forgivable if the game had been any fun to play. Postal gained enough notoriety from riding the wave of public outrage to warrant a sequel. And DLC. And a remake. And, perhaps most surprising of all, a Golden-Raspberry-winning feature film adaptation directed by the infamous Uwe Boll. In this thoughtful and hilarious tag-team performance, Brock Wilbur & Nathan Rabin probe the fascinatingly troubled game and film for what each can tell us about shock culture & mass shootings, interviewing the RWS team and even Boll himself for answers. Like it or not, Postal is the franchise that won't die—no matter how many molotov cocktails you throw at it.
Book Synopsis Procedural Content Generation in Games by : Noor Shaker
Download or read book Procedural Content Generation in Games written by Noor Shaker and published by Springer. This book was released on 2016-10-18 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents the most up-to-date coverage of procedural content generation (PCG) for games, specifically the procedural generation of levels, landscapes, items, rules, quests, or other types of content. Each chapter explains an algorithm type or domain, including fractal methods, grammar-based methods, search-based and evolutionary methods, constraint-based methods, and narrative, terrain, and dungeon generation. The authors are active academic researchers and game developers, and the book is appropriate for undergraduate and graduate students of courses on games and creativity; game developers who want to learn new methods for content generation; and researchers in related areas of artificial intelligence and computational intelligence.
Download or read book Soft & Cuddly written by Jarett Kobek and published by Boss Fight Books. This book was released on 2017-01-24 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: A computer game so nauseatingly gory that it came with a barf bag. Bright druggy graphics that sickened scores of proper English parents. Gameplay so violent that it inspired one of Britain's most infamous killing sprees. Soft & Cuddly, released for the ZX Spectrum in 1987, wasn't quite any of these things. But in an age of manufactured moral panics, John George Jones's fluorescent punk manifesto sure pissed off a lot of people. Featuring new interviews with the the game's creator, Jarett Kobek's book dives deep into the gritty world of British yellow journalism, snarky computer fanzines, DIY home programming, and Soviet bootleg mixtapes. If Margaret Thatcher's Conservative Party was right that "video nasties" like Soft & Cuddly were the epitome of 80s depravity, then this book is headed straight to Hell.
Book Synopsis Chrono Trigger by : Michael P. Williams
Download or read book Chrono Trigger written by Michael P. Williams and published by Boss Fight Books. This book was released on 2014 with total page 123 pages. Available in PDF, EPUB and Kindle. Book excerpt: A deep dive into the classic SNES game many consider the high point in the entire RPG genre.
Book Synopsis Final Fantasy VI by : Sebastian Deken
Download or read book Final Fantasy VI written by Sebastian Deken and published by Boss Fight Books. This book was released on 2021-06-01 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Terra the magical half-human. Shadow the mysterious assassin. Celes the tough, tender general. Kefka the fool who would be god. Each of the many unforgettable characters in Final Fantasy VI has made a huge impression on a generation of players, but why do we feel such affection for these 16-bit heroes and villains as so many others fade? The credit goes to the game’s score, composed by the legendary Nobuo Uematsu. Armed with newly translated interviews and an expert ear for sound, writer and musician Sebastian Deken conducts a critical analysis of the musical structures of FF6, the game that pushed the Super Nintendo’s sound capabilities to their absolute limits and launched Uematsu’s reputation as the “Beethoven of video game music.” Deken ventures deep into the game’s lush soundscape—from its expertly crafted leitmotifs to its unforgettable opera sequence—exploring the soundtrack’s lasting influence and how it helped clear space for game music on classical stages around the world.
Book Synopsis Pilgrim in the Microworld by : Neil David, Sr.
Download or read book Pilgrim in the Microworld written by Neil David, Sr. and published by Grand Central Pub. This book was released on 1984-01-01 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of the human mind and body's interaction with the computer in its most compelling form, the video game, focuses on the author's own obsessed immersion in a computer game and its possibilities
Download or read book Resident Evil written by Philip J Reed and published by Boss Fight Books. This book was released on 2020-08-25 with total page 124 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now a sprawling video game franchise, Resident Evil has kept us on the edge of our seats for decades with its tried-and-true brand of jump scares, zombie action, and biological horror. But even decades after its release, we can’t stop revisiting the original’s thrills, chills, and sometimes unintentional spills. Pop culture writer and horror cinephile Philip J Reed takes dead aim at 1996’s Resident Evil, the game that named and defined the genre we now call “survival horror.” While examining Resident Evil’s influences from the worlds of film, literature, and video games alike, Reed’s love letter to horror examines how the game’s groundbreaking design and its atmospheric fixed-cam cinematography work to thrill and terrify players—and why that terror may even be good for you. Featuring a foreword from Troma Entertainment legend Lloyd Kaufman and new interviews with the game’s voice actors and its live-action cast, the book serves as the master of unlocking the behind-the-scenes secrets of Resident Evil, and shows how even a game filled with the most laughable dialogue can still scare the pants off of you.
Book Synopsis Procedural Storytelling in Game Design by : Tanya X. Short
Download or read book Procedural Storytelling in Game Design written by Tanya X. Short and published by CRC Press. This book was released on 2019-03-14 with total page 341 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited collection of chapters concerns the evolving discipline of procedural storytelling in video games. Games are an interactive medium, and this interplay between author, player and machine provides new and exciting ways to create and tell stories. In each essay, practitioners of this artform demonstrate how traditional storytelling tools such as characterization, world-building, theme, momentum and atmosphere can be adapted to full effect, using specific examples from their games. The reader will learn to construct narrative systems, write procedural dialog, and generate compelling characters with unique personalities and backstories. 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 World’s finest guide for how to begin thinking about procedural design