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Author: Paul "Wiggy" Wade-Williams
Publisher: Triple Ace Games
ISBN: 9781908237019
Category : Games
Languages : en
Pages : 250
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Book Description
Author: Paul "Wiggy" Wade-Williams
Publisher: Triple Ace Games
ISBN: 9781908237019
Category : Games
Languages : en
Pages : 250
Get Book Here
Book Description
Author: Paul Wade-Williams
Publisher:
ISBN: 9781907204722
Category :
Languages : en
Pages : 0
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Book Description
The year is 1636 and France is a troubled nation. A great and terrible evil gnaws at its core. Darkness stalks the land. All that stands between chaos and order are the King's Musketeers. Explore a France of swashbuckling action, powerful magic, daring deeds, courtly intrigue, witty repartee, and vile monsters! The characters are France's bravest and proudest defenders, the King's Musketeers. Pitted against them is a plethora of corrupt nobles, black magicians, fell demons, and twisted secret societies. Set at the height of power of Cardinal Richelieu and Louis XIII, All for One: Regime Diabolique mixes the action of literary works such as the Count of Monte Cristo and The Three Musketeers with horror and intrigue to create a unique, vibrant setting. The high-action is powered by Ubiquity, an innovative role playing game system that emphasizes storytelling and cinematic action. Strap on your sword, salute the King, and prepare to fight the creatures of darkness! All for One: Regime Diabolique is a complete roleplaying game from Triple Ace Games.
Author:
Publisher:
ISBN: 9780998118000
Category :
Languages : en
Pages : 282
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Book Description
Author: Anna Anthropy
Publisher: No Starch Press
ISBN: 1593279396
Category : Juvenile Nonfiction
Languages : en
Pages : 105
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Book Description
Bring your game ideas to life with Twine! Twine is a free online tool that lets anyone new to programming create their own interactive, story-based adventure games in a web page. In Make Your Own Twine Games!, game designer Anna Anthropy takes you step-by-step through the game development process, from coming up with a basic idea to structuring your game. You’ll learn the basics of Twine like how to use links and apply images and formatting to make your game look more distinct. You’ll get tips on how to test your game, export it, and publish it online, and even understand more advanced features like scripting to get your game to remember and respond to player choices. As you make your way through the book and begin crafting your own interactive fiction, you’ll learn other cool tricks like how to: • Write stories that follow multiple paths using hyperlinks • Create variables to track your player’s actions • Add scripting like “if” and “else” to decide when ghosts should appear in your game • Use hooks to add fancy touches like text effects, pictures, and sound With example games to act as inspiration, Make Your Own Twine Games! will take you from story-teller to game designer in just a few clicks! Ready player one? The game starts now. Covers Twine 2
Author: Kean Birch
Publisher: MIT Press
ISBN: 0262539179
Category : Business & Economics
Languages : en
Pages : 339
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Book Description
How the asset—anything that can be controlled, traded, and capitalized as a revenue stream—has become the primary basis of technoscientific capitalism. In this book, scholars from a range of disciplines argue that the asset—meaning anything that can be controlled, traded, and capitalized as a revenue stream—has become the primary basis of technoscientific capitalism. An asset can be an object or an experience, a sum of money or a life form, a patent or a bodily function. A process of assetization prevails, imposing investment and return as the key rationale, and overtaking commodification and its speculative logic. Although assets can be bought and sold, the point is to get a durable economic rent from them rather than make a killing on the market. Assetization examines how assets are constructed and how a variety of things can be turned into assets, analyzing the interests, activities, skills, organizations, and relations entangled in this process. The contributors consider the assetization of knowledge, including patents, personal data, and biomedical innovation; of infrastructure, including railways and energy; of nature, including mineral deposits, agricultural seeds, and “natural capital”; and of publics, including such public goods as higher education and “monetizable social ills.” Taken together, the chapters show the usefulness of assetization as an analytical tool and as an element in the critique of capitalism. Contributors Thomas Beauvisage, Kean Birch, Veit Braun, Natalia Buier, Béatrice Cointe, Paul Robert Gilbert, Hyo Yoon Kang, Les Levidow, Kevin Mellet, Sveta Milyaeva, Fabian Muniesa, Alain Nadaï, Daniel Neyland, Victor Roy, James W. Williams
Author: Dylan Linde
Publisher: D&B Publishing
ISBN: 1909457884
Category : Games & Activities
Languages : en
Pages : 272
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Book Description
Love poker but looking for a change from endless No-Limit Hold’em? Take up mixed games! Mixed games are becoming more and more popular. The World Series of Poker features events such as Omaha 8-or-Better, Deuce to Seven Triple Draw, Razz, Stud High and Stud 8-or-Better – all of which are covered in detail in this book. There are also formats such as Dealer’s Choice, H.O.R.S.E., and 8-game, which require expertise in many of these games. Dylan Linde is a professional poker player and mixed games expert. In Mastering Mixed Games he gives a thorough introduction to each variant, explaining the rules and basic strategy before moving on to discuss advanced concepts. With this book you will specifically learn: * solid pre-flop ranges and hand strategies * how to apply generic concepts to each individual game * how to recognise and exploit your opponents’ tendencies The basic themes of poker apply to all games and learning a new variant is, essentially, just understanding how to value new ranges in a new game. Mastering Mixed Games will enable you to join the whole new generation of players who are exploring the weird and wonderful world of mixed game poker.
Author: Mike D'Errico
Publisher: Oxford University Press
ISBN: 0190943300
Category : Performing Arts
Languages : en
Pages : 337
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Book Description
Push: Software Design and the Cultural Politics of Music Production shows how changes in the design of music software in the first decades of the twenty-first century shaped the production techniques and performance practices of artists working across media, from hip-hop and electronic dance music to video games and mobile apps. Emerging alongside developments in digital music distribution such as peer-to-peer file sharing and the MP3 format, digital audio workstations like FL Studio and Ableton Live introduced design affordances that encouraged rapid music creation workflows through flashy, user-friendly interfaces. Meanwhile, software such as Avid's Pro Tools attempted to protect its status as the industry standard, professional DAW of choice by incorporating design elements from pre-digital music technologies. Other software, like Cycling 74's Max, asserted its alterity to commercial DAWs by presenting users with nothing but a blank screen. These are more than just aesthetic design choices. Push examines the social, cultural, and political values designed into music software, and how those values become embodied by musical communities through production and performance. It reveals ties between the maximalist design of FL Studio, skeuomorphic design in Pro Tools, and gender inequity in the music products industry. It connects the computational thinking required by Max, as well as iZotope's innovations in artificial intelligence, with the cultural politics of Silicon Valley's design thinking. Finally, it thinks through what happens when software becomes hardware, and users externalize their screens through the use of MIDI controllers, mobile media, and video game controllers. Amidst the perpetual upgrade culture of music technology, Push provides a model for understanding software as a microcosm for the increasing convergence of globalization, neoliberal capitalism, and techno-utopianism that has come to define our digital lives.
Author: Edmond Hoyle
Publisher:
ISBN:
Category :
Languages : en
Pages :
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Book Description
Author: Jack Botermans
Publisher: Sterling Publishing Company
ISBN: 9781402742217
Category : Games & Activities
Languages : en
Pages : 744
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Book Description
This lavishly illustrated 736-page reference provides a lifetime of entertainment! It contains complete rules, playing tips, and instructive move-by-move examples of 65 fun and diverse games. They range from Senat, a pastime enjoyed by King Tut, to Hex, invented by a 20th-century mathematician; from strategy games like Siege of Paris to dice games like Chuck-a-Luck to chase games like Pachisi; from Asian Shogi to African Wari; and from traditional Chess and Go to modern creations like Mastermind and Othello. Colorful illustrations show old-time and modern players, game boards, and equipment alongside fascinating anecdotes and curious facts about games throughout history. For every player, this one’s a sure winner!
Author: Cara Ellison
Publisher: Birlinn
ISBN: 0857908898
Category : Social Science
Languages : en
Pages : 205
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Book Description
In 2014 games critic Cara Ellison rather flippantly pledged to the internet she’d leave home, become itinerant, and travel around the world to live with and write about some of the most interesting game developers and their cultural outlook. As your ‘cyberpunk hair-dyed Attenborough’, originally Cara put up the Embed With Games series monthly on a free blog as she travelled from couch to couch, writing about the people she met and about the way our game creators express the culture around them. The internet generously helped fund her travel costs through a subscription service, egging her on in the only way it could. This is the collected work, called Embed With Games with an exclusive introduction from Kieron Gillen, a cover from Irene Koh, and a conclusion exclusive to the eBook.