Learn to program with Scratch : a visual introduction to programming with games, art, science, and math / / by Majed Marji ; publisher William Pollock ; production editor Alison Law ; cover illustration Tina Salameh |
Autore | Marji Majed |
Edizione | [1st edition] |
Pubbl/distr/stampa | San Francisco, California : , : No Starch Press, , 2014 |
Descrizione fisica | 1 online resource (291 p.) |
Disciplina | 794.8/1526 |
Soggetto topico |
Scratch (Computer program language)
Computer programming Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
1-59327-578-1
1-4571-8532-6 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Intro -- Learn to Program with Scratch: A Visual Introduction to Programming with Games, Art, Science, and Math -- About the Author -- About the Technical Reviewer -- Acknowledgments -- Introduction -- Whom This Book Is For -- A Note to the Reader -- Features -- Organization of This Text -- Conventions Used -- Online Resources -- Errata and Updates -- 1. Getting Started -- What Is Scratch? -- Scratch Programming Environment -- The Stage -- Sprite List -- Blocks Tab -- Scripts Area -- Costumes Tab -- Sounds Tab -- Backdrops Tab -- Sprite Info -- Toolbar -- Paint Editor -- Setting the Center of an Image -- Setting Transparent Color -- Your First Scratch Game -- Step 1: Prepare the Backdrop -- Step 2: Add the Paddle and Ball -- Step 3: Start the Game and Get Your Sprites Moving -- Step 4: Spice It Up with Sound -- Scratch Blocks: An Overview -- Arithmetic Operators and Functions -- Arithmetic Operators -- Random Numbers -- Mathematical Functions -- Summary -- Problems -- 2. Motion and Drawing -- Using Motion Commands -- Absolute Motion -- Relative Motion -- Other Motion Commands -- Pen Commands and Easy Draw -- The Power of Repeat -- Rotated Squares -- Exploring with Stamp -- Scratch Projects -- Get the Money -- Catching Apples -- More on Cloned Sprites -- Summary -- Problems -- 3. Looks and Sound -- The Looks Palette -- Changing Costumes to Animate -- Sprites That Speak and Think -- Image Effects -- Size and Visibility -- Layers -- The Sound Palette -- Playing Audio Files -- Playing Drums and Other Sounds -- Composing Music -- Controlling Sound Volume -- Setting the Tempo -- Scratch Projects -- Dancing on Stage -- Fireworks -- Summary -- Problems -- 4. Procedures -- Message Broadcasting and Receiving -- Sending and Receiving Broadcasts -- Message Broadcasting to Coordinate Multiple Sprites -- Creating Large Programs in Small Steps.
Creating Procedures with Message Broadcasting -- Building Your Own Block -- Passing Parameters to Custom Blocks -- Using Nested Procedures -- Working with Procedures -- Breaking Programs Down into Procedures -- Building Up with Procedures -- Summary -- Problems -- 5. Variables -- Data Types in Scratch -- What's in the Shape? -- Automatic Data Type Conversion -- Introduction to Variables -- What Is a Variable? -- Creating and Using Variables -- The Scope of Variables -- Changing Variables -- Spider Web -- Pinwheel -- Variables in Clones -- Displaying Variable Monitors -- Using Variable Monitors in Applications -- Simulating Ohm's Law -- Demonstrating a Series Circuit -- Visualizing a Sphere's Volume and Surface Area -- Drawing an n-Leaved Rose -- Modeling Sunflower Seed Distribution -- Getting Input from Users -- Reading a Number -- Reading Characters -- Performing Arithmetic Operations -- Summary -- Problems -- 6. Making Decisions -- Comparison Operators -- Evaluating Boolean Expressions -- Comparing Letters and Strings -- Decision Structures -- The if Block -- Using Variables as Flags -- The if/else Block -- Nested if and if/else Blocks -- Menu-Driven Programs -- Logical Operators -- The and Operator -- The or Operator -- The not Operator -- Using Logical Operators to Check Numeric Ranges -- Scratch Projects -- Guess My Coordinates -- Triangle Classification Game -- Line Follower -- Equation of a Line -- Other Applications -- Summary -- Problems -- 7. Repetition: A Deeper Exploration of Loops -- More Loop Blocks in Scratch -- The repeat until Block -- Building a forever if Block -- Stop Commands -- Ending a Computational Loop -- Validating User Input -- Counters -- Check a Password -- Counting by a Constant Amount -- Revisiting Nested Loops -- Recursion: Procedures that Call Themselves -- Scratch Projects -- Analog Clock -- Bird Shooter Game. Free-Fall Simulation -- Projectile Motion Simulator -- Other Applications -- Summary -- Problems -- 8. String Processing -- Revisiting the String Data Type -- Counting Special Characters in a String -- Comparing String Characters -- String Manipulation Examples -- Igpay Atinlay -- Fix My Spelling -- Unscramble -- Scratch Projects -- Shoot -- Binary to Decimal Converter -- Hangman -- Fraction Tutor -- Summary -- Problems -- 9. Lists -- Lists in Scratch -- Creating Lists -- List Commands -- Add and Delete -- Insert and Replace -- Accessing List Elements -- The Contains Block -- Bounds Checking -- Dynamic Lists -- Filling Lists with User Input -- Creating a Bar Chart -- Numerical Lists -- Finding Min and Max -- Finding the Average -- Searching and Sorting Lists -- Linear Search -- Frequency of Occurrence -- Bubble Sort -- Finding the Median -- Scratch Projects -- The Poet -- Quadrilateral Classification Game -- Math Wizard -- Flower Anatomy Quiz -- Other Applications -- Summary -- Problems -- A. Sharing and Collaboration -- Creating a Scratch Account -- Using the Backpack -- Creating Your Own Project -- Starting a New Project -- Remixing a Project -- The Project Page -- Sharing Your Project -- About the Online Resources -- Updates -- Index -- About the Author -- Copyright. |
Record Nr. | UNINA-9910464323203321 |
Marji Majed
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San Francisco, California : , : No Starch Press, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learn Unity 4 for iOS game development / / Philip Chu |
Autore | Chu Philip |
Edizione | [1st ed. 2013.] |
Pubbl/distr/stampa | New York : , : Apress, , 2013 |
Descrizione fisica | 1 online resource (xxix, 524 pages) : illustrations (some color), color map |
Disciplina | 794.815133 |
Collana | Technology in action series Learn Unity 4 for iOS game development |
Soggetto topico |
Computer games - Programming
Mobile computing |
ISBN | 1-4302-4876-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Introduction; Chapter 1: Getting Started; Prerequisites; Prepare Your Mac; Register as an iOS Developer; Download Xcode; Download Unity; Install Unity; Run the Installer; Activate a License; Welcome to Unity!; Manage Unity; Change Skins (Pro); Update the License; Report Problems; Check for Updates; Explore Further; iOS Development Requirements; The Unity Web Site; Unity Manuals and References; The Unity Community; Chapter 2: A Unity Tour; Bring out the Angry Bots; Open the Angry Bots Project; Open the Angry Bots Scene; Play Angry Bots; Build Angry Bots; The Editor Layout
Preset LayoutsCustom Layouts; Resize Areas; Move Views; Detach Views; Add and Remove Views; The Inspector View; The Project View; Switch Between One-Column and Two-Columns; Scale Icons; Inspect Assets; Search for Assets; Operate on Assets; The Hierarchy View; Inspect Game Objects; Parent and Child GameObjects; The Scene View; Navigate the Scene; Scene View Options; Scene View Gizmos; The Game View; Maximize on Play; Stats; Game View Gizmos; The Console View; Explore Further; Unity Manual; Tutorials; Version Control; Chapter 3: Making a Scene; Create a New Project; The Main Camera Multiple CamerasAnatomy of a Camera; The Transform Component; The Camera Component; Clear Flags; Culling Mask; Projection; Viewport; Depth; Rendering Path; Target Texture (Pro); HDR; FlareLayer Component; GUILayer Component; AudioListener Component; Add a Cube to the Scene; Make the Cube; Frame the Cube; Move the Cube; Anatomy of a Cube; Transform Component; MeshFilter Component; MeshRenderer Component; BoxCollider Component; Align With View; Camera Control; Import the Script; Attach the Script; Add a Light; Anatomy of a Light; Type; Range; Color; Intensity; Shadow Type; Cookie; Culling Mask FlareDraw Halo; Render Mode; Lightmapping; Adjust the Light; Make a Halo; Add a Skybox; Import the Skybox; Anatomy of a Skybox; Apply the Skybox; Add a Flare; Import Flares; Apply the Flare; Textures; Import a Texture; Shop the Asset Store; Import the Texture; Apply the Texture; Explore Further; Unity Manual; Reference Manual; Asset Store; Computer Graphics; Chapter 4: Making It Move: Scripting the Cube; Organize the Assets; Create the Script; Name the Script; Anatomy of a Script; Attach the Script; Edit the Script; Understand the Script; Read the Scripting Reference; Run the Script Debug the ScriptCompilation Errors; Runtime Errors; Debug with MonoDevelop; Make It Rotate; Rotate the Transform; Other Ways to Rotate; Rotate in World Space; Tween Rotation; Children of the Cube; Making Prefabs; Breaking Prefabs; Explore Further; Unity Manual; Scripting Reference; Asset Store; Scripting; Chapter 5: Let's Dance! Animation and Sound; Import the Skeletons Pack; Add a Skeleton; Hide the Cubes; Orbit the Skeleton; Make the Skeleton Dance; Make the Skeleton Dance Forever; Watch the Hips; Add a Dance Floor; Add a Shadow (Pro); Add Music; Explore Further; Unity Manual Reference Manual |
Record Nr. | UNINA-9910438097803321 |
Chu Philip
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New York : , : Apress, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learn Unity for 2D game development / / Alan Thorn |
Autore | Thorn Alan |
Edizione | [1st ed. 2013.] |
Pubbl/distr/stampa | New York : , : Apress, , 2013 |
Descrizione fisica | 1 online resource (xxv, 287 pages) : illustrations (some color) |
Disciplina | 794.8028551 |
Collana | Technology in action |
Soggetto topico | Computer games - Programming |
ISBN | 1-4302-6230-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents at a Glance; Chapter 1: Unity Basics for 2D Games; Unity Projects, Assets, and Scenes; Project Wizard and Project Panel; Assets and Project Files; Scenes; Navigating Scenes and Viewports; GameObjects, Transforms, and Components; Cameras; Meshes and Geometry; Scripting and the Unity API; MonoDevelop; Components; Performance, Profiling, and the Stats Panel; The Profiler; The Stats Panel; Editor Add-Ons; Unity Interface Configuration; Summary; Chapter 2: Materials and Textures; Using Materials and Textures; Getting Started with Materials; Mesh Renderers; Shaders; Working with Textures
Materials for 2D GamesMethod 1: Use White Ambient Light; Method 2: Use Light-Immune Shaders; Creating Textures; Rule #1: Power-2 Dimensions; Rule #2: Retain Quality; Rule #3: Expand Alpha Channels for Transparency; Creating Alpha Textures in Adobe Photoshop; Step 1. Separate Foreground From Background; Step 2. Duplicate and Defringe; Step 3. Expand Edges; Step 4. Merging and Alpha Channels; Creating Alpha Textures in GIMP; Importing Textures into Unity; Importing an Alpha Texture into Unity; Step 1. Import Alpha Texture; Step 2. Create Alpha Compliant Material; Step 3. Create a Textured Quad SummaryChapter 3: Quick 2D Workflow; Getting Started at Making "2D Alien Invasion"; Adding the Player and Enemies to the Scene; Implementing Player Movement; Implementing Player Weapons with Prefabs; Creating an Ammo Prefab Object; Implementing the Ammo Trajectory; Creating the Prefab Ammo Object; Defining the Cannon Point; Coding the Firing of Ammo; Implementing Moving Enemies and Collision; The EnemyController.cs Script; Setting the BoxCollider as a Trigger Volume; Adding a RigidBody Component; Adding a Level Background; Moving Forward and Project Limitations; Summary Chapter 4: Customizing the Editor with Editor ClassesEditor Classes; Getting Started with Batch Rename; BatchRename.cs; Creating a Folder for Editor Extensions; Adding Batch Rename to the Application Menu; The CreateWizard Function; Testing the Batch Rename Menu Option; Reading Object Selections in the Scene; Making Use of Selection in BatchRename.cs; Testing Object Selections in Scene; Adding User Input to the Batch Rename Window; Completing the Batch Rename Feature; Summary; Chapter 5: Procedural Geometry and Textured Quads; Getting Started with the CreateQuad Feature Setting the Quad's Anchor PointSpecifying the Asset Path; Generating the Quad Mesh; Step 1-Create Vertices; Step 2-Create Quad as an Asset; Step 3-Instantiate Quad in Scene; Testing the Quad Mesh Generator; Summary; Chapter 6: Generating Atlas Textures; Getting Started with Atlas Textures; Configuring Texture Inputs; Atlas Textures and UVs; Generating an Atlas - Step 1: Optimizing Texture Inputs; Generating an Atlas - Step 2: Atlas Generation; Generating an Atlas - Step 3: Saving the Atlas Prefab; Testing the Atlas Texture; Summary; Chapter 7: UVs and Animation; Creating a Dockable Editor Starting an Editor GUI - Selecting an Atlas |
Record Nr. | UNINA-9910437972203321 |
Thorn Alan
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New York : , : Apress, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learn Unity ML-Agents : fundamentals of Unity machine learning : incorporate new powerful ML algorithms such as deep reinforcement learning for games / / Michael Lanham |
Autore | Lanham Micheal |
Edizione | [1st edition] |
Pubbl/distr/stampa | Birmingham ; ; Mumbai : , : Packt, , 2018 |
Descrizione fisica | 1 online resource (197 pages) : illustrations |
Disciplina | 794.81526 |
Soggetto topico |
Computer games - Programming
Machine learning Application software - Development |
Soggetto genere / forma | Electronic books. |
ISBN | 1-78913-186-3 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910466478703321 |
Lanham Micheal
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Birmingham ; ; Mumbai : , : Packt, , 2018 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learning game physics with Bullet Physics and OpenGL / / Chris Dickinson |
Autore | Dickinson Chris |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (126 p.) |
Soggetto topico |
Computer games - Design
Computer games - Programming Physics |
Soggetto genere / forma | Electronic books. |
ISBN | 1-78328-188-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910453510203321 |
Dickinson Chris
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Birmingham : , : Packt Publishing, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learning Stencyl 3.x game development beginner's guide [[electronic resource] ] : a fast-paced, hands-on guide for developing a feature-complete video game on almost any desktop computer, without writing a single line of computer code / / Innes Borkwood |
Autore | Borkwood Innes |
Pubbl/distr/stampa | Birmingham, : Packt Pub., 2013 |
Descrizione fisica | 1 online resource (336 p.) |
Soggetto topico | Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN | 1-84969-597-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | Let's make a game! -- Detecting collisions -- Creating behaviors -- Animation in Stencyl -- Managing displaying information -- Polishing the game -- Implementing sounds -- Publishing and making money from your games -- Targeting mobile platforms. |
Record Nr. | UNINA-9910465592603321 |
Borkwood Innes
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Birmingham, : Packt Pub., 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learning Unity 2D game development by example : create your own line of successful 2D games with Unity! / / Venita Pereira ; cover image by Kerrie Woollhouse |
Autore | Pereira Venita |
Pubbl/distr/stampa | Birmingham, England : , : Packt Publishing, , 2014 |
Descrizione fisica | 1 online resource (266 p.) |
Disciplina | 794.81526 |
Collana | Community Experience Distilled |
Soggetto topico |
Computer games - Programming
Real-time programming Computer graphics |
Soggetto genere / forma | Electronic books. |
ISBN | 1-78355-905-5 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Getting to Know Unity; Overview; Game development''s background; Introducing Unity; Setting up Unity; Creating a new 2D project; Unity Editor interface; Toolbar; Scene View; Game View; Project Browser; Creating assets; Searching assets; Setting favorites; The Unity Asset Store; Importing assets; Hierarchy; Parenting; Creating GameObjects; The Inspector; Adding components; Extra Views; Console; Animation; Sprite Editor; Animator; Profiler; Summary
Chapter 2: Setting the SceneOverview; What is a background?; Two methods to set a background; Setting a background using a static image; Importing our asset; Sprite settings within the Inspector; Texture Type; Sprite Mode; Packing Tag; Pixels to Units; Pivot; Filter Mode; Platform settings; Applying our settings; Assigning our asset to a GameObject; The toolbar method; The quick alternative method; GameObject Inspector settings; Position background; Color background; Layer background; Setting a background using a tileset; Seamless textures; Corner pieces; The grid settings; Creating a prefab The resulting environmentCamera settings; Setting the foreground; Summary; Chapter 3: Add Some Character; Overview; What is a sprite?; Creating a sprite; Image editing software; Sprite sheet; Raster versus vector; File formats; Importing a sprite; Slicing sprite sheets; Sprite Editor; Manual slicing; Adding and removing a selection area; Toolbar controls; Automatic slicing; Slicing type - automatic; Slicing type - grid; Texture atlasing; What is a texture atlas?; Sprite packer; Adding our character; Sprite Renderer; Animating a sprite; Animation Editor; Dopesheet 2D animation; Animator SummaryChapter 4: Code Control; Overview; Why do we need code?; Programming languages; Levels of programming languages; Machine language; Assembly language; High-level languages; Scripting languages; UnityScript versus C# versus Boo; Code fundamentals; Data types; Operators; Functions; Conditional statements; If...else; Using comments; Classes; Private versus public; Importing external libraries; Code editor; Hello world; Controlling the character; Destroying the enemy; Coroutines; Namespaces; Unity Scripting Reference; Summary; Chapter 5: What''s Your Input?; Overview; Input versus output Input in gamesOutput in games; Input types; Output types; Visual output; Audio; Controller vibration; Unity Input Manager; Detecting input; Buttons; OnGui; GUILayout.Button; Game controls; Raycasting; Summary; Chapter 6: Game #1 - Roguelike; Overview; What is Roguelike?; Adding a background; Animating the hero; The Walking Down animation; The Walking Left animation; The Walking Right animation; The Walking Up animation; Movement controls; Movement Controls Animator; Movement controls script; Randomly spawning enemies; Animating the enemy; Enemy movement; Shooting projectiles Detecting collisions |
Record Nr. | UNINA-9910458937303321 |
Pereira Venita
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Birmingham, England : , : Packt Publishing, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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Learning Windows 8 game development / / Michael Quandt |
Autore | Quandt Michael |
Pubbl/distr/stampa | Birmingham : , : Packt Publishing, , 2013 |
Descrizione fisica | 1 online resource (244 p.) |
Soggetto topico | Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN | 1-84969-745-0 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Record Nr. | UNINA-9910453396203321 |
Quandt Michael
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Birmingham : , : Packt Publishing, , 2013 | ||
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Lo trovi qui: Univ. Federico II | ||
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Level design : concept, theory, and practice / / by Rudolf Kremers |
Autore | Kremers Rudolf <1970-> |
Edizione | [First edition.] |
Pubbl/distr/stampa | Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2009 |
Descrizione fisica | 1 online resource (408 p.) |
Disciplina | 794.8/1 |
Soggetto topico |
Level design (Computer science)
Computer games - Design Computer games - Programming |
Soggetto genere / forma | Electronic books. |
ISBN |
0-429-19616-4
1-4398-7695-9 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | ""Front Cover ""; ""Table of Contents ""; ""Front Matter ""; ""Part I""; ""Chapter 1 ""; ""Chapter 2 ""; ""Chapter 3 ""; ""Chapter 4 ""; ""Chapter 5 ""; ""Chapter 6 ""; ""Part II ""; ""Chapter 7 ""; ""Chapter 8 ""; ""Chapter 9 ""; ""Part III ""; ""Chapter 10 ""; ""Chapter 11 ""; ""Part IV""; ""Chapter 12 ""; ""Part V ""; ""Chapter 13 ""; ""Chapter 14 ""; ""Chapter 15 ""; ""Chapter 16 ""; ""Part VI ""; ""Chapter 17 ""; ""Back Matter ""; ""Back Cover "" |
Record Nr. | UNINA-9910467060503321 |
Kremers Rudolf <1970->
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Boca Raton, FL : , : A K Peters/CRC Press, an imprint of Taylor and Francis, , 2009 | ||
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Lo trovi qui: Univ. Federico II | ||
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Level up! : the guide to great video game design / / Scott Rogers |
Autore | Rogers Scott |
Edizione | [Second edition.] |
Pubbl/distr/stampa | Chichester, England : , : Wiley, , 2014 |
Descrizione fisica | 1 online resource (xii, 535 pages) : illustrations |
Disciplina | 794.81536 |
Collana | Game designer of Pac-Man World and Maximo series |
Soggetto topico |
Computer games - Design
Computer games - Programming Video games - Design |
Soggetto genere / forma | Electronic books. |
ISBN |
1-118-87719-5
1-118-87721-7 |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Contents; Introduction Press Start!; If You Are Anything Like Me; No, You Can't Have My Job; Who Is This Book For?; Why a Second Edition?; Level 1: Welcome, N00bs!; A Brief History of Video Games.; The Brave New World of Gaming: Mobiles, Online Distribution, and Touchscreens.; Game Genres.; Who Makes This Stuff?; Have You Thought about Publishing?.; Level 2: Ideas; Ideas: Where to Get Them and Where to Stick Them.; Getting Ahead of the Game.; What Do Gamers Want?.; Brainstorming.; Breaking Writer's Block.; Why I Hate "Fun".; Level 3: Writing the Story; Once Upon a Time . . ..
The Triangle of Weirdness.A Likely Story.; Time to Wrap It Up.; A Game by Any Other Name.; Creating Characters Your Players Care About.; A Few Pointers on Writing for Kids of All Ages.; Writing for Licenses.; Level 4: You Can Design a Game, but Can You Do the Paperwork?; Writing the GDD, Step 1: The One-Sheet.; Writing the GDD, Step 2: The Ten-Pager; Writing the GDD, Step 3: Gameplay Progression; Writing the GDD, Step 4: The Beat Chart; Writing the GDD, Step 5: The Game Design Document (and the Awful Truth about Writing It); Writing the GDD, Step 6: Above All, Don't Be a Jerk Level 5: The Three Cs, Part 1: CharacterWho Do You Want To Be Today?; Finally, We Talk About Gameplay; Level 6: The Three Cs, Part 2: Camera; Get It Right: Camera Views; First Person Camera; Third Person Camera; Giving Up Control; Two and a Half D; Isometric Camera; Top-Down Camera.; AR Cameras.; Special Case Cameras.; Tunnel Vision.; Camera Shot Guide.; Camera Angle Guide.; Camera Movement Guide.; Other Camera Notes.; Multiple-Player Cameras.; Level 7: The Three Cs, Part 3: Controls; Control Is in Your Hand.; You've Got the Touch.; Dance, Monkey, Dance; Character or Camera Relative?. Shake, Rattle, and Roll.Level 8: Sign Language: HUD and Icon Design; Heads Up!.; There Are Other Screens Than the HUD.; A Final Word on Fonts.; Level 9: Everything I Learned About Level Design, I Learned from Level 9; The Top 10 Cliché Video Game Themes; The Name Game; Everything I Learned About Level Design, I Learned from Disneyland. .; Following Procedure; You've Got the Beat; Re-using Re-use; The Gary Gygax Memorial Mapping Section; Sandbox Play; Illusional Narrative; The Dave Arneson Memorial Mapping Section; Wrapping Up Mapping; Gray Matters; Leave the Training Level for Last Levels without CharactersLevel 10: The Elements of Combat; 400 Quatloos on the Newcomer!; Put 'Em Up!; And a One and a Two; The Big Finish; Live by the Sword; Now You Have to Kiss Me; Let's Get Defensive; Dodging the Bullet; On Guarding; State of the Art Bang Bang; The Best Gun for You; Run and Gun; Not Just Shooting; Dang it, Jones! Where Doesn't It Hurt?; Death: What Is It Good For?; Conflict Without Combat; Level 11: They All Want You Dead; Sizing Up the Enemy.; Bad Behavior.; How Rapid is Rapid?.; Movement Style .; Bring on the Bad Guys.; I Love Designing Enemies.; I Hate You to Pieces. Non-Enemy Enemies. |
Record Nr. | UNINA-9910453411603321 |
Rogers Scott
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Chichester, England : , : Wiley, , 2014 | ||
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Lo trovi qui: Univ. Federico II | ||
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