Designing Character-based Console GamesCharles River Media, 2007 - 544 sider In today's game market more games are developed for the Xbox?, PlayStation?, and Nintendo? systems than for the PC, so designers and developers need to hone their skills and learn console specific techniques in order to succeed in this very competitive field. Designing Character-Based Console Games delves into the intricacies and technical details of console design, while covering the broader aspects of design that apply to all types of games, including action-adventure, first person shooters, and role-playing games. It offers a starting point for any budding designer, a point of reference for anyone who wants to learn more about how games are made, and a few choice nuggets of information for the expert. By following the process of design from start to finish, the book teaches best-practice design methods to help designers avoid repeating common mistakes. It provides a thorough discussion of gameplay and how to design it effectively, and how to write the narrative and develop the characters. It explores the important aspects of a character-based game design, including game structure, character control, and combat. Specifics on viewpoint & cameras, artificial intelligence, physics, environments, audio, interface design, economies, and game balancing are also covered in detail. |
Innhold
GAME STRUCTURE | 85 |
CHAPTER 2 | 103 |
VIEWPOINTS AND CAMERAS | 133 |
Opphavsrett | |
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Vanlige uttrykk og setninger
able action action game action-adventure games actor aiming allows the player analog stick angle animation aspects attack audio engineer avatar balance basic beat em behavior block button mashing button press chapter character's chase camera collision combat system combo complex console create cutscenes damage difficult direction dynamic effect elements enemy entities environment example fairly feedback feel Figure fire first-person function game design game mechanics game world gameplay Grand Theft Auto hit reaction impact implementation input interaction interface inventory joypad jump level design look look-at magic points melee combat menu method move movement multiplayer games narrative NPCs object occur option particular perform physical play player character playtesting position potential problem projectile rotate RPGs score screen script sequence simple simulation skill sound space specific speed spline story structure switch target third-person tion types viewpoint visual weapon