Designing a Game (a True Book: Get Ready to Code) (Library Edition)

Designing a Game (a True Book: Get Ready to Code) (Library Edition) PDF Author: Jennifer Hackett
Publisher: Children's Press
ISBN: 9780531127339
Category : Juvenile Nonfiction
Languages : en
Pages : 0

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Book Description
"From simple smartphone puzzle games to big-budget open-world adventures, video games are one of todays most popular forms of entertainment. Readers will find out what it takes to make their favorite games, from the planning stages to final debugging. Along the way, they will also explore the history of video games and learn basic programming skills"--

Designing a Game (a True Book: Get Ready to Code) (Library Edition)

Designing a Game (a True Book: Get Ready to Code) (Library Edition) PDF Author: Jennifer Hackett
Publisher: Children's Press
ISBN: 9780531127339
Category : Juvenile Nonfiction
Languages : en
Pages : 0

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Book Description
"From simple smartphone puzzle games to big-budget open-world adventures, video games are one of todays most popular forms of entertainment. Readers will find out what it takes to make their favorite games, from the planning stages to final debugging. Along the way, they will also explore the history of video games and learn basic programming skills"--

Design a Game

Design a Game PDF Author: Marcie Flinchum Atkins
Publisher: Children's Press
ISBN: 9780531132272
Category : Juvenile Nonfiction
Languages : en
Pages : 0

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Book Description
"Just about every kid loves playing computer games whether they're handheld, on the computer, or in an arcade. Now, they can get the inside story and learn how their favorite types of games are made, from the code up! Easy to understand text and colorful graphics help kids master the foundations of programming and computers as well as offers guidance on how to be a good digital citizen. Features include hands-on activities; a debugging challenge that asks readers to use their critical thinking skills to find out whats wrong in different scenarios; a glossary and more."--

Designing Games

Designing Games PDF Author: Tynan Sylvester
Publisher: "O'Reilly Media, Inc."
ISBN: 144933802X
Category : Computers
Languages : en
Pages : 416

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Book Description
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design

Coding Games

Coding Games PDF Author: Robert C Matthews
Publisher:
ISBN:
Category :
Languages : en
Pages : 498

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Book Description
The Complete 3 Books Series on Coding GamesBook 1Do you want a comprehensive guide to everything you need to know to start making your first game?If your answer to any of these questions is "yes" then this is the book for you. We'll be going over every facet of game programming, ranging from how to set your expectations of what you're getting into right up to creating the games themselves.In this book you'll discover...-How to program a vast variety of different game genres.-The most important game design elements crucial to your success.-How to use the Gosu library to make games in Ruby.-The best way to ensure your RPG Maker game is better than the rest.-A crash-course in Unity to kick start your professional careerThis book won't just teach you how to code. Rather, it'll teach you the ins and outs of game design so that you can make a game that's actually fun and entertaining, rather than just a classroom project. Book 2Learning how to code properly sometimes can be very perplexing and needlessly complicated. Or even worse, boring. Instead of actively learning new programs or exciting new applications of your code, you are forced to go through hundreds of boring texts, all filled with confusing texts and hopelessly mysterious symbols. This wasn't what you expected! Surely there must be a better way to learn how to program and make coding more fun! And there is. There exists one simple solution that, in one fell swoop can transform learning how to code from an insanely boring experience to an entertaining pleasant journey. How you wonder? By making the whole experience a game!In this book Coding Games, we will show you what coding is, its fundamental concepts, and how you can master the basic principles of coding through games. For anyone tired of learning to code boringly, or just someone looking for a more fun way to attract their young ones into computer programming, this book will be quite an illuminating read for you! Book3This book's ideology is simple and straight-forward: equip the user with the most important concepts to catapult your game development skills. When looking for a good book that explains game programming, readers are usually bombarded with information from the author without any context. Often, code doesn't make sense, hasn't been explained properly, and the concepts the author tries to explain are unclear. The main reason for this is that authors, when writing technical books such as this, assume that the reader will have the context for every small detail they leave out and every major detail they choose to convey. This book was written with particular care to keep the reader's perspective in mind instead of the author's knowledge, because at the end of the day, the books' purpose is to teach you, rather than leave you disappointed. This book stays true to its purpose and builds upon the content discussed in the previous series. Even though readers coming to the advanced level of game programming should be confident in their intermediate and basic level understanding of the topic, the chapters' content is careful not to leave anything ambiguous to the reader. Here are some of the key features that you will find in this book: -Important and fundamental topics that are key to advanced game programming.-Well-versed explanations after every block of code to facilitate better delivery of the concepts.-A proper topic architecture such that every chapter builds upon the previous one.-Friendly and explanatory vocabulary with minimum jargon to ensure a better reading experience.In this book you will learn-Start up and shut down sequences-Application layers-How to create game objects and characters-How to create game loops-How to program devices and user interfaces-Sounds, animations, and much more!

Game Design

Game Design PDF Author: Jennifer Hackett
Publisher: Children's Press
ISBN: 9781536426151
Category :
Languages : en
Pages : 48

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Book Description
Do you like to play video games? Have you ever wondered how they are made? In this book, readers will discover what it takes to create the latest blockbuster video games, from what technology is used to what roles different people play on a video gam

Coding Games

Coding Games PDF Author: Robert C. Matthews
Publisher:
ISBN: 9781913842246
Category : Computers
Languages : en
Pages : 498

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Book Description
The Complete 3 Books Series on Coding Games Book 1 In this book you'll discover - How to program a vast variety of different game genres. - The most important game design elements crucial to your success. - How to use the Gosu library to make games in Ruby. - The best way to ensure your RPG Maker game is better than the rest. - A crash-course in Unity to kick start your professional career This book won't just teach you how to code. Rather, it'll teach you the ins and outs of game design so that you can make a game that's actually fun and entertaining, rather than just a classroom project. Book 2 Learning how to code properly sometimes can be very perplexing and needlessly complicated. Or even worse, boring. Instead of actively learning new programs or exciting new applications of your code, you are forced to go through hundreds of boring texts, all filled with confusing texts and hopelessly mysterious symbols. This wasn't what you expected! Surely there must be a better way to learn how to program and make coding more fun! By making the whole experience a game! In this book Coding Games, we will show you what coding is, its fundamental concepts, and how you can master the basic principles of coding through games. Book 3 This book's ideology is simple and straight-forward: equip the user with the most important concepts to catapult your game development skills. When looking for a good book that explains game programming, readers are usually bombarded with information from the author without any context. Often, code doesn't make sense, hasn't been explained properly, and the concepts the author tries to explain are unclear. The main reason for this is that authors, when writing technical books such as this, assume that the reader will have the context for every small detail they leave out and every major detail they choose to convey. This book stays true to its purpose and builds upon the content discussed in the previous series. Even though readers coming to the advanced level of game programming should be confident in their intermediate and basic level understanding of the topic, the chapters' content is careful not to leave anything ambiguous to the reader. In this book you will learn - Start up and shut down sequences - Application layers - How to create game objects and characters - How to create game loops - How to program devices and user interfaces - Sounds, animations, and much more!

Crafting Interpreters

Crafting Interpreters PDF Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582949
Category : Computers
Languages : en
Pages : 1021

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Book Description
Despite using them every day, most software engineers know little about how programming languages are designed and implemented. For many, their only experience with that corner of computer science was a terrifying "compilers" class that they suffered through in undergrad and tried to blot from their memory as soon as they had scribbled their last NFA to DFA conversion on the final exam. That fearsome reputation belies a field that is rich with useful techniques and not so difficult as some of its practitioners might have you believe. A better understanding of how programming languages are built will make you a stronger software engineer and teach you concepts and data structures you'll use the rest of your coding days. You might even have fun. This book teaches you everything you need to know to implement a full-featured, efficient scripting language. You'll learn both high-level concepts around parsing and semantics and gritty details like bytecode representation and garbage collection. Your brain will light up with new ideas, and your hands will get dirty and calloused. Starting from main(), you will build a language that features rich syntax, dynamic typing, garbage collection, lexical scope, first-class functions, closures, classes, and inheritance. All packed into a few thousand lines of clean, fast code that you thoroughly understand because you wrote each one yourself.

Game Programming Patterns

Game Programming Patterns PDF Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353

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Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Practical Game Design

Practical Game Design PDF Author: Adam Kramarzewski
Publisher: Packt Publishing Ltd
ISBN: 1787122166
Category : Computers
Languages : en
Pages : 464

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Book Description
Design accessible and creative games across genres, platforms, and development realities Key Features Implement the skills and techniques required to work in a professional studio Ace the core principles and processes of level design, world building, and storytelling Design interactive characters that animate the gaming world Book Description If you are looking for an up-to-date and highly applicable guide to game design, then you have come to the right place! Immerse yourself in the fundamentals of game design with this book, written by two highly experienced industry professionals to share their profound insights as well as give valuable advice on creating games across genres and development platforms. Practical Game Design covers the basics of game design one piece at a time. Starting with learning how to conceptualize a game idea and present it to the development team, you will gradually move on to devising a design plan for the whole project and adapting solutions from other games. You will also discover how to produce original game mechanics without relying on existing reference material, and test and eliminate anticipated design risks. You will then design elements that compose the playtime of a game, followed by making game mechanics, content, and interface accessible to all players. You will also find out how to simultaneously ensure that the gameplay mechanics and content are working as intended. As the book reaches its final chapters, you will learn to wrap up a game ahead of its release date, work through the different challenges of designing free-to-play games, and understand how to significantly improve their quality through iteration, polishing and playtesting. What you will learn Define the scope and structure of a game project Conceptualize a game idea and present it to others Design gameplay systems and communicate them clearly and thoroughly Build and validate engaging game mechanics Design successful business models and prepare your games for live operations Master the principles behind level design, worldbuilding and storytelling Improve the quality of a game by playtesting and polishing it Who this book is for Whether you are a student eager to design a game or a junior game designer looking for your first role as a professional, this book will help you with the fundamentals of game design. By focusing on best practices and a pragmatic approach, Practical Game Design provides insights into the arts and crafts from two senior game designers that will interest more seasoned professionals in the game industry.

Invent Your Own Computer Games with Python, 4th Edition

Invent Your Own Computer Games with Python, 4th Edition PDF Author: Al Sweigart
Publisher: No Starch Press
ISBN: 1593277954
Category : Computers
Languages : en
Pages : 377

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Book Description
Invent Your Own Computer Games with Python will teach you how to make computer games using the popular Python programming language—even if you’ve never programmed before! Begin by building classic games like Hangman, Guess the Number, and Tic-Tac-Toe, and then work your way up to more advanced games, like a text-based treasure hunting game and an animated collision-dodging game with sound effects. Along the way, you’ll learn key programming and math concepts that will help you take your game programming to the next level. Learn how to: –Combine loops, variables, and flow control statements into real working programs –Choose the right data structures for the job, such as lists, dictionaries, and tuples –Add graphics and animation to your games with the pygame module –Handle keyboard and mouse input –Program simple artificial intelligence so you can play against the computer –Use cryptography to convert text messages into secret code –Debug your programs and find common errors As you work through each game, you’ll build a solid foundation in Python and an understanding of computer science fundamentals. What new game will you create with the power of Python? The projects in this book are compatible with Python 3.