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How to Make a Game: Go from Idea to Publication Avoiding the Common Pitfalls Along the Way

How to Make a Game: Go from Idea to Publication Avoiding the Common Pitfalls Along the Way (Paperback)

Minhaz-Us-Salakeen Fahme, Tanimul Haque Khan (지은이)
  |  
Apress
2021-05-25
  |  
80,980원

일반도서

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How to Make a Game: Go from Idea to Publication Avoiding the Common Pitfalls Along the Way

책 정보

· 제목 : How to Make a Game: Go from Idea to Publication Avoiding the Common Pitfalls Along the Way (Paperback) 
· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781484269169
· 쪽수 : 278쪽

목차

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

저자소개

Minhaz-Us-Salakeen Fahme (지은이)    정보 더보기
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Tanimul Haque Khan (지은이)    정보 더보기
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