Designing Character-based Console Games
Charles 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.
Hva folk mener - Skriv en omtale
Vi har ikke funnet noen omtaler pň noen av de vanlige stedene.
able action action game action-adventure games actor allow the player analog stick animation aspects audio engineer avatar balance basic behavior block button mashing button presses camera character's collision combat system combo complex console create cutscenes damage difficulty direction dynamic effect elements enemy entities environment example fairly feedback feel fire first-person function game balance game design game mechanics game world gameplay Grand Theft Auto hit reaction impact implementation input interaction interface inventory joypad jump level design limited look magic points melee combat menu method mode move movement narrative NPCs number of different object occur option parameters particular perform physics play player character playtesting position potential problem projectile require rotate RPGs save game score screen script sequence simple simulation skill sound space specific speed spline status effects story strategies structure target tion types visual weapon