Catálogo de publicaciones - libros
The Game Maker's Apprentice: Game Development for Beginners
Jacob Habgood Mark Overmars
Resumen/Descripción – provisto por la editorial
No disponible.
Palabras clave – provistas por la editorial
Game Development; Software Engineering/Programming and Operating Systems
Disponibilidad
Institución detectada | Año de publicación | Navegá | Descargá | Solicitá |
---|---|---|---|---|
No detectada | 2006 | SpringerLink |
Información
Tipo de recurso:
libros
ISBN impreso
978-1-59059-615-9
ISBN electrónico
978-1-4302-0159-5
Editor responsable
Springer Nature
País de edición
Reino Unido
Fecha de publicación
2006
Información sobre derechos de publicación
© Apress 2006
Cobertura temática
Tabla de contenidos
Game Design: Balance in Multiplayer Games
Jacob Habgood; Mark Overmars
Multiplayer games offer game designers many additional ways to create playing experiences that are fun. Even games that are not very enjoyable on your own can be very addictive when playing with or against other human players. Harnessing this power requires designing games that treat all players fairly but still allow them to make the kind of meaningful choices that make games interesting to play. In this chapter we’ll discuss some of the strategies you can use to strike the right balance in your own multiplayer games.
Palabras clave: Game Design; Unfair Advantage; Human Player; Competitive Mode; Meaningful Choice.
Part 4 - Multiplayer Games | Pp. 211-222
GML: Become a Programmer
Jacob Habgood; Mark Overmars
So far we’ve controlled the behavior of the different objects in our games using events and actions. These actions let the instances of the object perform tasks when certain events occur in the game. In this chapter we are going to define those tasks in an alternative way: by using programs. Programs define tasks through lines of text called code that use functions instead of actions. This extends the scope of Game Maker considerably as there are only about 150 different actions but close to a thousand functions . These functions give you much more control than actions, allowing you to define precisely how tasks should be performed in different circumstances.
Palabras clave: Game Maker; Yourname; Script Resource; Menu Resource; Vspeed.
Part 5 - Enemies and Intelligence | Pp. 225-244
Clever Computers: Playing Tic-Tac-Toe
Jacob Habgood; Mark Overmars
In this chapter we are going to create a version of the game tic-tac-toe in which you are pitted against an intelligent computer opponent. This opponent must have a strategy that will regularly beat the player to keep it challenging, but the computer opponent must not be too strong; otherwise the player has no chance of winning, and will quickly become frustrated and give up. We will also show how the computer can adapt its play to the level of the player. The game will be almost completely written using the GML programming language, so make sure you read and understood Chapter 12 on GML before starting this chapter.
Palabras clave: Playing Field; Random Move; Empty Cell; Sound Effect; Double Loop.
Part 5 - Enemies and Intelligence | Pp. 245-257
Intelligent Behavior: Animating the Dead
Jacob Habgood; Mark Overmars
An interesting and challenging game must involve tricky opponents that require clever thinking or quick reactions to defeat. Up to now, the enemies in our games behaved rather stupidly—they were just following predefined rules or attacking randomly. In this chapter we will make the enemies a bit more intelligent, but care must be taken that we do not make them too clever—we still want the player to be able to win the game.
Palabras clave: Collision Event; Explorer Object; Controller Object; Step Event; Room Action.
Part 5 - Enemies and Intelligence | Pp. 259-289
Final Words
Jacob Habgood; Mark Overmars
So that’s it—you’ve made it to the end. You’ve completed all the challenges this book has to offer and, we hope, learned a lot about creating games in the process. You’ve battled demons, flown spacecrafts, dodged crates, juggled starfish, rescued koalas, commanded tanks, survived dogfights, hidden from mummies, and still had time for a game of tic-tac-toe along the way! We hope you’ve enjoyed this journey. Just because this book has come to an end, it doesn’t mean that your gaming projects have to. So before we say a final farewell, we’ll quickly mention some other directions you could explore if you want to continue enhancing your game development skills.
Palabras clave: Sound Effect; Sound Card; Open Source Program; Music File; Midi File.
Part 5 - Enemies and Intelligence | Pp. 291-296
Bibliography
Jacob Habgood; Mark Overmars
The design chapters in this book are founded on over two decades of amateur and professional experience developing computer games. Nonetheless, the following texts have helped to add structure and conviction to many of the ideas and concepts discussed therein:
Palabras clave: Operating System; Computer Game; Process Analysis; Intrinsic Motivation; Basic Book.
Part 5 - Enemies and Intelligence | Pp. 297-297