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Polished Game Development: From First Steps to Final Release 1st ed. [Pehme köide]

  • Formaat: Paperback / softback, 259 pages, kõrgus x laius: 235x155 mm, kaal: 4336 g, 30 Illustrations, black and white; XXI, 259 p. 30 illus., 1 Paperback / softback
  • Ilmumisaeg: 12-Jul-2016
  • Kirjastus: APress
  • ISBN-10: 1484218787
  • ISBN-13: 9781484218785
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  • Formaat: Paperback / softback, 259 pages, kõrgus x laius: 235x155 mm, kaal: 4336 g, 30 Illustrations, black and white; XXI, 259 p. 30 illus., 1 Paperback / softback
  • Ilmumisaeg: 12-Jul-2016
  • Kirjastus: APress
  • ISBN-10: 1484218787
  • ISBN-13: 9781484218785
Teised raamatud teemal:
Learn the things you need for a complete game, such as translations and tutorials, and improve the things you've already written to raise their standard to a professional level. This is a practical guide covering every discipline: art, music, writing, and code. In the case of the latter, code examples are included to demonstrate how to implement functionality to make the game shine.

Polished Game Development acts as a comprehensive checklist of everything your game should, and should not, do, in order to be as good as it possibly can. It is more than just a book on theoretical game design principles.





Explains the difference between a pet project, and a professional one. Covers how to test for the problems and bugs you don't know you'll have. Details simple, but effective, visual improvements that can be done with very little effort.

Regardless of platform (web, mobile, or console), or language (C++, C#, JavaScript) there is a wealth of common (and specific) tips within these pages that will enable you to make the most professional games you can.

What You Will Learn







Learn what essential elements are often missed Stay on-brand, visually and verbally Use audio to enhance your game Improve game balance Test effectively

Who This Book Is For Game developers looking for a guide and checklist on how to get their game finished to the highest possible standards. They will know how to write a game, and get it released, but not necessarily how to make it shine. They will be professional developers, indies, university students and graduates.

Arvustused

Presented concepts are applied in a 2D video game made with Javascript and the authors own game engine. Summing Up: Recommended. Lower- and upper-division undergraduates; faculty and professionals. (A. Chen, Choice, Vol. 54 (7), March, 2017)

About the Author xv
About the Technical Reviewer xvii
Preface xix
Acknowledgments xxi
Chapter 1 Introduction to Game Polish 1
Planning to Polish 3
Developer Roles 4
No Golden Rules 5
The MVP 6
Incremental Changes 8
Planning Ramifications 8
Consistency 10
The Foley/Newton Method 11
Pragmatism vs. Perfectionism 11
First Impressions 12
Title Screen 13
Level 1 13
The First Minute 14
Unique Selling Points 14
Of Old Age 14
The Pragmatic Approach 16
Everything Is Possible 16
Summary 17
Chapter 2 The Essentials 19
Before You Start 19
Know the Device Conventions 19
Know Your Own Conventions 20
Design Guide 20
Technical Requirements 20
Legal and Licensing 21
Third-Party Material 22
The Game Flow 23
Loading Screen 23
Licensing Screens 24
Title Screen 25
Main Menu 25
Instructions 26
Credits 28
Other Main Menu Pages 29
The Game Itself 31
Summary 33
Chapter 3 Gameplay 35
The Design Approach 35
Worked Examples 36
A Theoretical Example: Hangman 37
A Work Example: The Quiz Game 44
A Practical Example: Space Bounce 47
Elements of the Game 56
Feature Creep 62
Summary 63
Chapter 4 Game Balancing 65
Balancing Is About Level 1 65
The Fluidity of Training and Levels 66
A Training Level 67
The Other Levels 72
Balancing Is About Education 73
Balancing Is About Progression 74
Difficulty Factors 75
Difficulty Scales 76
By Design 77
Balancing by Implementation 78
A Process 81
Summary 83
Chapter 5 User Experience 85
Basic Principles 85
Before the Game 85
Game Flow 86
Branding 88
Interface Conventions 91
Visual Dynamics 92
The Curse of the Web 92
Testing 93
Coding for Design 93
Separate Draw and Update 93
Auditory Effects 96
Pretty State Machine 97
Game Screens 97
The Title Screens 97
Main Menu 99
Instructions and Credits 101
Summary 104
Chapter 6 In-Game Visuals 105
The Game Framework 105
Room with a Viewport 105
Of Image and Collision Data 108
About a Player 109
Object Metadata 110
The Game Interface 111
Removing the Interface 112
Relocate the Interface 113
Represent the Interface 113
On Different Devices 114
The Input Interface 115
Gradual Changes 115
Interface Buttons 116
The Background 116
Scoring System 119
The End Game 122
Summary 123
Chapter 7 Audio 125
Content 126
Music 126
Sourcing Music 133
In-Game Effects 137
Voice Acting 138
User Interfaces 139
Preparation 139
Normalization 140
Playback 146
The Mixer 146
Summary 151
Chapter 8 Writing 153
The Nomenclature 154
Creating a Nomenclature 155
Game Words 156
The User Interlace 156
Abbreviations 157
Beyond Words 158
Style Guide 158
Prose Style 158
The Game Bible 159
Getting Text into the Game 160
From General to Specific 160
Requirements of a Text System 161
The File Format 163
Processing Code 164
Workflow 164
Not an English Lesson 166
Avoiding Typos 166
Avoiding Grammos 167
Words that Sound Similar 167
Basic Style Hints 168
Summary 169
Chapter 9 Coding Practices 171
Preparing the Development Environment 172
Application Structure 173
Build 175
Cross-Platform Considerations 179
Using Databases 182
The Development Process 183
The Prototype 183
Designing the Flow 183
Implementation 184
Testing 185
Version Control 187
Code Reviews 192
A Typical Review Checklist 194
Summary 198
Chapter 10 Testing 199
Prevention 199
Static Code Analysis 199
Dynamic Code Analysis 201
Data Testing 202
Input Sanitation 204
Bug Reporting 207
The Team 207
The Bug Life Cycle 208
Change Requests 211
Reproducibility 212
The Cheat Screen 212
Seeding Random 212
Input Logging 213
Network Abstractions 217
Summary 217
Chapter 11 Final Thoughts 219
More Design 219
Easter Eggs 220
More Money 222
Increasing Assets 224
More Writing 224
Selecting a Language 225
Word Order 226
The Case of 0,1, and 2 226
The Definite Article 227
Improved Code 227
Preloaders 228
Custom Cursors 228
Optimization 228
Applying Code Conventions 229
Better Build Systems 231
The Build Process 231
Deployment 241
Moving Online 244
The Client Problem 244
High Scores and Achievements 245
Facebook Integration 246
A Website 246
Collateral 247
Summary 248
Appendix A: Space Bounce 249
Loading Page 249
Title Screens 249
Credits 249
Instructions 250
Main Menu 250
The Main Game 250
Preparing the Level 250
Drawing the Screen 251
The Audio 252
The Winch Sequence 252
The Player Descends 252
Bouncing from Left to Right 253
Scoring 253
Health 253
The In-Game Menu 253
Ending the Game 254
Index 255
Steven Goodwin has been involved in science and technology from an early age, and built his first synthesizer while still in his teens. Since then, his projects have been varied. He has sold over a million computer games, written two books, built robots, and automated a house that can be controlled from the Internet. He has spoken at many conferences, including NotCon '04 and the BBC Backstage OpenTech event.