Go From Idea to Publication Avoiding the Common Pitfalls Along the Way
Buch, Englisch, 278 Seiten, Format (B × H): 155 mm x 235 mm, Gewicht: 458 g
ISBN: 978-1-4842-6916-9
Verlag: Apress
Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games.
We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding.
Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience and finalize the game for release. Along the journey, we will explore some interesting stories of games and mythology as well.
By the end of the book, you will know about the basic life cycle of a game development process and how to not make a game.
What You Will Learn
- Discover the fundamentals of game design
- See some intermediate coding tricks to make your games better
- Grasp the pitfalls to avoid while designing and programming games
- Master the different conventions and practices for file naming and structuring your projects
Who This Book Is For
People who want to make games. Basic programming experience is assumed.
Zielgruppe
Professional/practitioner
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Chapter 1: Don't
Chapter Goal: In this chapter, you will get introduced to the core difficulties and challenges of the game making journey.
Chapter 2: The Fault in Our Stars
Chapter Goal: This chapter will discuss the first encounters with games as well as the process of finding the gaps and lacking. We will also discuss game analysis in this chapter.
Chapter 3: Don't Reinvent the Wheel
Chapter Goal: We will discuss the game engine and the purpose they serve as powerful and necessary tools in game development.
Chapter 4: Choose Your Arsenal
Chapter Goal: We will learn about game engines in greater detail including their pros n cons by building a RPG.
Chapter 5: It's All in My Head/ Don't Keep It All in Your Head
Chapter Goal: Learn to make Game Design Document, writing practices, and hurdles that may be stopping you from writing it.
Chapter 6: A Stitch in Time Saves Nine
Chapter Goal: This chapter teaches conventions of file naming, structuring, project structuring, coding (with some examples)
Chapter 7: Git Good
Chapter Goal: We will learn about version control
Chapter 8: Get Smart!
Chapter Goal: This chapter shows the ill effects of hard code. This would enable you to differentiate between good and bad approaches towards code and learn how to eliminate them.
Chapter 9: Game Design - The Three musketeers!
Chapter Goal: You will learn the overall journey of game design, understanding all the components, their role, and how to roll them properly.
Chapter 10: Game Feel and Effects
Chapter Goal: We will learn about camera effect, audio effect, particle effect in this chapter.
Chapter 11: Input Matters
Chapter Goal: Learn about choosing input styles properly.
Chapter 12: Help!
Chapter Goal: This chapter will helping you transcend through reality (pseudo code), dynamic difficulty.
Chapter 13: Platform Choosing (Pros n Cons)
Chapter Goal: This chapter will help you choose the right platform to publish your game.
Chapter 14: The Great Filter/Fermi Paradox
Chapter Goal: In this chapter, you will learn how to test your game and how to approach publishing and assessing the success.Chapter 15: Gameover - The Myth of Sisyphus/Insanity Loop/Core Loop
Chapter Goal: In the final chapter, we will evaluate all we have learnt by studying this game, its success, and the future




