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Introduction to Game Design, Prototyping, and Development(2nd) 无水印pdf.pdf

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Cover
Contents
1. Thinking Like a Designer
2. Game Analysis Frameworks
3. The Layered Tetrad
4. The Inscribed Layer
5. The Dynamic Layer
7. Acting Like a Designer
8. Design Goals
10. Game Testing
11. Math and Game Balance
12. Guiding the Player
13. Puzzle Design
16. Thinking in Digital Systems
17. Introducing The Unity devELOPMENT environment
18. Introducing Our Language: C#
19. Hello World: Your First Program
20. Variables and Components
21. Boolean Operations and Conditionals
22. Loops
23. Collections in C#
24. Functions and parameters
30. Prototype 3: Space shmup
31. Prototype 3.5: Space shmup Plus
32. Prototype 4: Prospector Solitaire
33. Prototype 5: Bartok
34. Protype 6: Word Game
Contents Chapter 1. Thinking Like a Designer You Are a Game Designer Bartok: A Game Exercise The Definition of Game Summary Chapter 2. Game Analysis Frameworks Common Frameworks for Ludology MDA: Mechanics, Dynamics, and Aesthetics Formal, Dramatic, and Dynamic Elements The Elemental Tetrad Summary Chapter 3. The Layered Tetrad The Inscribed Layer The Dynamic Layer The Cultural Layer The Responsibility of the Designer Summary Chapter 4. The Inscribed Layer
Inscribed Mechanics Inscribed Aesthetics The Five Aesthetic Senses Inscribed Narrative Inscribed Technology Summary Chapter 5. The Dynamic Layer The Role of the Player Emergence Dynamic Mechanics Dynamic Aesthetics Dynamic Narrative Dynamic Technology Summary Chapter 7. Acting Like a Designer Iterative Design Innovation Brainstorming and Ideation Changing Your Mind Scoping!
Summary Chapter 8. Design Goals Design Goals: An Incomplete List Designer-Centric Goals Player-Centric Goals Summary Chapter 10. Game Testing Why Playtest? Being a Great Playtester Yourself The Circles of Playtesters Methods of Playtesting Other Important Types of Testing Summary Chapter 11. Math and Game Balance The Meaning of Game Balance The Importance of Spreadsheets Examining Dice Probability with Sheets The Math of Probability Randomizer Technologies in Paper Games Weighted Distributions
Permutations Using Sheets to Balance Weapons Positive and Negative Feedback Summary Chapter 12. Guiding the Player Direct Guidance Indirect Guidance Teaching New Skills and Concepts Summary Chapter 13. Puzzle Design Scott Kim on Puzzle Design Puzzle Examples in Action Games Summary Chapter 16. Thinking in Digital Systems Systems Thinking in Board Games An Exercise in Simple Instructions Game Analysis: Apple Picker Summary Chapter 17. Introducing The Unity devELOPMENT environment Downloading Unity
Introducing Our Development Environment Launching Unity for the First Time The Example Project Setting Up the Unity Window Layout Learning Your Way Around Unity Summary Chapter 18. Introducing Our Language: C# Understanding the Features of C# Reading and Understanding C# Syntax Summary Chapter 19. Hello World: Your First Program Creating a New Project Making a New C# Script Making Things More Interesting Summary Chapter 20. Variables and Components Introducing Variables Strongly Typed Variables in C# Important C# Variable Types The Scope of Variables
Naming Conventions Important Unity Variable Types Unity GameObjects and Components Summary Chapter 21. Boolean Operations and Conditionals Booleans Comparison Operators Conditional Statements Summary Chapter 22. Loops Types of Loops Set Up a Project while Loops do...while Loops for Loops foreach Loops Jump Statements within Loops Summary Chapter 23. Collections in C# C# Collections
Using Generic Collections List Dictionary Array Multidimensional Arrays Jagged Arrays Whether to Use Array or List Summary Chapter 24. Functions and parameters Set Up the Function Examples Project Definition of a Function Function Parameters and Arguments Returning Values Proper Function Names Why Use Functions? Function Overloading Optional Parameters The params Keyword Recursive Functions Summary
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