Creating games: mechanics, content, and technology
Gespeichert in:
Hauptverfasser: | , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Wellesley, Mass.
Peters
2009
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Beschreibung: | XXIV, 533 S. Ill., graph. Darst. |
ISBN: | 9781568813059 |
Internformat
MARC
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264 | 1 | |a Wellesley, Mass. |b Peters |c 2009 | |
300 | |a XXIV, 533 S. |b Ill., graph. Darst. | ||
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650 | 4 | |a Jeux d'ordinateur - Conception | |
650 | 4 | |a Jeux d'ordinateur - Programmation | |
650 | 4 | |a Théorie des jeux | |
650 | 4 | |a Computer games |x Design | |
650 | 4 | |a Computer games |x Programming | |
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Datensatz im Suchindex
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---|---|
adam_text | Titel: Creating games
Autor: McGuire, Morgan
Jahr: 2009
Contents
Preface xv
1 Minigame Design Exercise 1
1.1 Design............................. 2
1.2 Internal Playtest....................... 3
1.3 Revision............................ 4
1.4 Kleenex? Playtest...................... 4
1.5 Discussion........................... 5
1.6 20-Minute Variation..................... 6
1.7 Exploration.......................... 7
2 The Process of Development and Theory of Design 9
2.1 What Is a Game?....................... 10
2.2 Levels of Abstraction..................... 14
2.3 Emergence and Progression................. 16
2.4 Development Roles...................... 18
2.5 Design as Theory....................... 23
2.6 Industry Structure...................... 24
2.7 Exercises............................ 28
2.8 Resources........................... 30
3 Managing Innovation 33
3.1 How Hard Can It Be?.................... 34
3.2 Attitude............................ 37
3.3 Organization Chart...................... 42
3.4 Consistency.......................... 43
3.5 Inspiration........................... 44
VIII
Contents
3.6 Brainstorming......................... 45
3.7 Scheduling........................... 46
3.8 Managing Risk........................ 54
3.9 Exercises............................ 56
3.10 Resources........................... 57
Critique and Proposal 59
4.1 Critique............................ 61
4.2 Generating Ideas....................... 63
4.3 Format............................. 64
4.4 Examples........................... 78
4.5 Exercises............................ 87
4.6 Resources........................... 89
The Design Document 91
5.1 Title Page........................... 93
5.2 Executive Summary ..................... 93
5.3 Overview ........................... 93
5.4 Related Games........................ 94
5.5 Player Composites...................... 94
5.6 World............................. 96
5.7 Characters........................... 96
5.8 Plot Graphs.......................... 97
5.9 Art Direction......................... 99
5.10 User Interface Storyboards.................. 100
5.11 Tags and Dialogue...................... 101
5.12 Technology Plan....................... 101
5.13 Software Architecture .................... 102
5.14 Controls............................ 104
5.15 Level Design.......................... 104
5.16 Mechanics Analysis...................... 105
5.17 Schedule and Related Elements............... 106
5.18 Budget............................. 108
5.19 Change Log.......................... 108
5.20 Exercises............................ 109
5.21 Resources........................... 110
Game Technology 111
6.1 Document Tools........................ 112
6.2 Asset Management Tools................... 114
6.3 Art Tools........................... 116
6.4 Runtime Technology for Video Games . . .... ..... 119
Contents
IX
6.5 Licensing ........................... 122
6.6 Exercises............................ 137
7 Strategic Thought 139
7.1 State.............................. 140
7.2 Graphs............................. 143
7.3 State Machine......................... 146
7.4 Decision Trees......................... 148
7.5 Algorithms .......................... 149
7.6 Search............................. 154
7.7 Complexity.......................... 155
7.8 Heuristics........................... 156
7.9 Game Theory......................... 156
7.10 Exercises............................ 158
8 Choice and Probability 161
8.1 Statistics and Probability.................. 162
8.2 Random Variables ...................... 163
8.3 Generating Random Numbers................ 165
8.4 Cards and Dice........................ 167
8.5 Outcome Tree......................... 169
8.6 Combining Probabilities................... 172
8.7 Expected Value........................ 173
8.8 Variance . . . ......................... 174
8.9 Compound Expressions.................... 176
8.10 Case Study: Settlers of Catan................ 177
8.11 Exercises............................ 181
8.12 Resources........................... 183
9 Balance 185
9.1 Our Methodology....................... 186
9.2 Before Balance........................ 187
9.3 Fairness............................ 190
9.4 Stability............................ 193
9.5 Engagement.......................... 201
9.6 The Role of Randomness................... 205
9.7 What Players Value ..................... 207
9.8 Optimizing for Real People................. 209
9.9 Exercises............................ 211
9.10 Resources........................... 213
Contents
10 Mechanics 215
10.1 Techniques for the First Move................ 216
10.2 Character Building...................... 218
10.3 Action............................. 221
10.4 Lock-and-Key......................... 226
10.5 Geometry........................... 227
10.6 Superunit........................... 229
10.7 Rock-Paper-Scissors ..................... 229
10.8 Combat Simulation...................... 230
10.9 Effect Distance........................ 238
10.10 Rush Prevention....................... 239
10.11 Dialogue Trees ........................ 239
10.12 Economy............................ 241
10.13 Ensuring Entropy....................... 244
10.14 Reward Cycles and Minigames ............... 247
10.15 Resources........................... 248
11 Creating a World 249
11.1 Setting............................. 249
11.2 Motivations for Setting.................... 253
11.3 Characters and Plot ..................... 262
11.4 Geography........................... 267
11.5 Exercises............................ 267
11.6 Resources........................... 268
12 Art Direction 271
12.1 Visual Language....................... 272
12.2 Reference Art......................... 278
12.3 Concept Art.......................... 280
12.4 3D Art Roles......................... 281
13 3D Modeling 287
13.1 Triangle Mesh......................... 287
13.2 Particle System........................ 292
13.3 Texture Map ......................... 293
13.4 Materials ........................... 298
13.5 Exercises............................ 302
13.6 Resources........................... 303
14 Real-Time Rendering 305
14.1 Graphics Processor (GPU).................. 306
14.2 Lighting............................ 318
14.3 Exercises............................ 323
14.4 Resources........................... 324
Contents
15 Physical Simulation 325
15.1 Newtonian Mechanics .................... 327
15.2 Newton s Laws of Motion for a Particle........... 330
15.3 Solving Equations of Motion................. 333
15.4 Verlet Integration....................... 335
15.5 Rigid Body Dynamics.................... 337
15.6 Collision Detection, Response, and Friction........ 340
15.7 Constraints and Articulated Bodies............. 344
15.8 Articulated Kinematics and Motion Control........ 347
15.9 Particle Systems and Natural Phenomena......... 351
15.10 Resources........................... 353
15.11 Exercises............................ 354
16 Network Programming 355
16.1 An Extended Analogy.................... 356
16.2 Protocols ........................... 360
16.3 Ethernet............................ 361
16.4 Routing............................ 365
16.5 Transmission Protocols.................... 367
16.6 Network Address Translation (NAT)............ 370
16.7 Lag............................... 373
16.8 Synchronization and Topology................ 377
16.9 Matchmaking......................... 386
16.10 Security............................ 388
16.11 APIs.............................. 391
16.12 Exercises............................ 391
16.13 Resources........................... 394
17 User Input 395
17.1 Touch-Based Input...................... 396
17.2 Optical Character Recognition ............... 400
17.3 Mice.............................. 402
17.4 Inertial-Based Input and Global Positioning........ 402
17.5 Light and Positional Guns.................. 408
17.6 Sound-Based Input...................... 409
17.7 Camera-Based Input..................... 413
17.8 Exercises............................ 418
18 Artificial Intelligence 421
18.1 What Is AI?.......................... 421
18.2 How Smart Does My AI Really Need to Be?........ 424
18.3 Embodied Autonomous Agents............... 425
18.4 Decision Making: Reaction and Deliberation........ 432
XII
Contents
19 Social Issues
18.5 Learning............................ 440
18.6 Exercises............................ 448
18.7 Resources........................... 449
19 Social Issues
451
19.1 Ratings and Content..................... 451
19.2 Industry Quality of Life................... 455
19.3 Real and Virtual Economies................. 457
19.4 Resources........................... 459
Appendices 461
A Minigame Worksheet 463
B Overview Worksheet 467
C Technology Plan Worksheet 473
C.l Common............................ 474
C.2 Video Games......................... 474
C.3 Board Games......................... 476
D Budget Worksheet 479
E Schedule Worksheet 481
E.l 48-Hour Video Game Contest................ 482
E.2 4-Week Video Game..................... 483
E.3 3-Week Board Game..................... 485
F The Games Canon 487
F.l Minicanon........................... 488
F.2 Card.............................. 490
F.3 Racing............................. 492
F.4 Quest ............................. 493
F.5 Educational.......................... 495
F.6 Alternate Reality....................... 495
F.7 Traditional Abstract Strategy................ 496
F.8 Stealth............................. 498
F.9 Physics Games........................ 498
F.10 German Board Games.................... 499
F.ll American........................... 501
F.12 n-in-a-Row .......................... 502
F.13 Games by Scientists..................... 503
F.14 Game Books. . ... . . . . . . . . . . . ... . . . . , . . 504
Contents xiii
F.15 Unique............................. 504
F.16 Pen-and-Paper Role-Playing (RPG) ............ 505
F.17 Computer Role-Playing (cRPG)............... 506
F.18 Computer Strategy...................... 507
F.19 Classic Arcade ........................ 509
F.20 Rhythm Games........................ 510
F.21 Massive Multiplayer..................... 511
F.22 Sports............................. 513
F.23 Fighting............................ 515
F.24 First-Person Shooters..................... 516
Bibliography 519
Index 527
|
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author | McGuire, Morgan 1976- Jenkins, Odest Chadwicke |
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ctrlnum | (OCoLC)212627362 (DE-599)HBZHT015881093 |
dewey-full | 794.8/1536 |
dewey-hundreds | 700 - The arts |
dewey-ones | 794 - Indoor games of skill |
dewey-raw | 794.8/1536 |
dewey-search | 794.8/1536 |
dewey-sort | 3794.8 41536 |
dewey-tens | 790 - Recreational and performing arts |
discipline | Sport Informatik |
format | Book |
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spelling | McGuire, Morgan 1976- Verfasser (DE-588)137941765 aut Creating games mechanics, content, and technology Morgan McGuire ; Odest Chadwicke Jenkins Wellesley, Mass. Peters 2009 XXIV, 533 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Jeux d'ordinateur - Conception Jeux d'ordinateur - Programmation Théorie des jeux Computer games Design Computer games Programming Game theory Computerspiel (DE-588)4010457-6 gnd rswk-swf Programmierung (DE-588)4076370-5 gnd rswk-swf Design (DE-588)4011510-0 gnd rswk-swf Computerspiel (DE-588)4010457-6 s Programmierung (DE-588)4076370-5 s DE-604 Design (DE-588)4011510-0 s Jenkins, Odest Chadwicke Verfasser aut HBZ Datenaustausch application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017363750&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis |
spellingShingle | McGuire, Morgan 1976- Jenkins, Odest Chadwicke Creating games mechanics, content, and technology Jeux d'ordinateur - Conception Jeux d'ordinateur - Programmation Théorie des jeux Computer games Design Computer games Programming Game theory Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Design (DE-588)4011510-0 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4076370-5 (DE-588)4011510-0 |
title | Creating games mechanics, content, and technology |
title_auth | Creating games mechanics, content, and technology |
title_exact_search | Creating games mechanics, content, and technology |
title_full | Creating games mechanics, content, and technology Morgan McGuire ; Odest Chadwicke Jenkins |
title_fullStr | Creating games mechanics, content, and technology Morgan McGuire ; Odest Chadwicke Jenkins |
title_full_unstemmed | Creating games mechanics, content, and technology Morgan McGuire ; Odest Chadwicke Jenkins |
title_short | Creating games |
title_sort | creating games mechanics content and technology |
title_sub | mechanics, content, and technology |
topic | Jeux d'ordinateur - Conception Jeux d'ordinateur - Programmation Théorie des jeux Computer games Design Computer games Programming Game theory Computerspiel (DE-588)4010457-6 gnd Programmierung (DE-588)4076370-5 gnd Design (DE-588)4011510-0 gnd |
topic_facet | Jeux d'ordinateur - Conception Jeux d'ordinateur - Programmation Théorie des jeux Computer games Design Computer games Programming Game theory Computerspiel Programmierung Design |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=017363750&sequence=000002&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA |
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