資料來源: Google Book
Beginning game level design
- 作者: Feil, John
- 其他作者: Scattergood, Marc.
- 出版: Boston, MA : Thomson Course Technology ©2005.
- 版本: 1st ed.
- 稽核項: 1 online resource (xviii, 232 pages) :illustrations.
- 叢書名: Game development series
- 標題: Video games , COMPUTERS Digital Media -- Video & Animation. , Digital MediaVideo & Animation. , COMPUTERS , Computer games Design. , Video games Design. , Electronic books. , Computer games , Design.
- ISBN: 1592004342 , 9781592004348
- 試查全文@TNUA:
- 附註: Includes index. Intro -- Contents -- Introduction -- Chapter 1 The Basics of Game Design -- The "Fun"damentals -- Fun -- System Design -- Gameplay -- Designing Challenges -- Pacing and Flow -- Making Your Game Better -- Respect the Player -- Hubris Is the Game-Killer -- If You Aren't Having Fun, the Game Won't Be Fun -- It's Just a Game -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 2 Paper Design -- Coming Up with Ideas -- Writing a Design Document -- Creating Maps -- Example: Prospero's Island -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 3 Building Terrain -- The Importance of Terrain -- Making Terrain -- Heightmaps -- Handmade -- Mixed -- Autogenerated -- Tiled Terrain -- Terrain and Gameplay -- Another Purpose for Terrain: Fencing the Player In -- Impassability Regions -- Making Realistic Terrain -- Making Terrain Fun -- Terrain and Strategy -- Texturing Terrain -- Terrain Props -- Placing Objects on Your Terrain -- Gameplay Effects of Terrain Props -- Example: The Building of Prospero's Island -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 4 Building Architecture and Spaces -- Creating Architecture and Spaces Using Toolsets -- Brushes -- 3D Modeling Software -- Tilesets -- Designing Your Environment -- Architecture -- Occluders and Portals -- Game Architecture Types -- Architecture and Fun -- Linear Gameplay -- Non-Linear Gameplay -- Tactics and Architecture -- Texturing Architecture -- Seams -- Collision -- Putting It All Together -- The Building of Prospero's Castle -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 5 Lighting and Atmospheric Effects -- Lighting -- Types of Lights -- Using Lights -- Fog and Haze -- Particle Effects -- Audio -- Using Audio -- Example: Lighting the Subterranean Rooms Under the Volcano -- What You Have Learned -- Review Questions. On Your Own -- Chapter 6 Placing Encounters -- Informational Encounters -- Puzzle Encounters -- Lock Puzzles -- Movement Puzzles -- Active Encounters and Combat -- Placing Enemies -- Placing the Player -- Placing the AI -- Formations -- Item Placement -- Growth/Challenge Curve -- Things to Avoid -- Example: Placing Units on Prospero's Island -- Step 1: Placing the Player -- Step 2: Placing Enemies -- Step 3: Phat Lewt -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 7 Breathing Life Into Your Levels -- Breath of Life -- Tools -- Scripting -- What You See Is What You Get -- Moving Objects -- Example: Far Cry Elevators -- Moving Objects, Continued -- Objectives and Quests -- Examples: Scripting in Far Cry -- Examples: Quests in Neverwinter Nights -- A More Advanced Script -- Other Forms of Life -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 8 Dialogue and Story -- Story and Game: Enemies and Allies -- Turning Off the Radio -- Shoving Story into the Game -- Lowering the Bar -- Alternating Content -- Puzzle Pieces -- The Ever-Present Companion -- Other Methods of Relating Story -- Writing Story for Games -- Game Stories Are Character Based -- Thoughts on Plot -- Dialogue -- Writing Dialogue -- Dialogue for Cut Scenes -- Writing Dialogue for Conversation Trees -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 9 Polishing -- Repetition -- Testing -- Types of Bugs -- Designer as Tester -- Fixing Bugs -- Terrain Bugs -- Architecture Bugs -- Placement and AI Bugs -- Scripting Bugs -- Balancing -- Have Another Person Test Your Level -- Some Problems Are Actually Features -- Example -- What You Have Learned -- Review Questions -- On Your Own -- Chapter 10 Specific Genres -- Action Games -- First-Person Shooters -- Third-Person Games -- Locked-Position Shooters -- Fighting Games -- Platformers. 2D Action Games -- Strategy Games -- Real-Time Strategy Games -- Turn-Based Strategy Games -- Role-Playing Games -- Massively Multiplayer Online Role-Playing Games -- Sports Games -- Vehicle Simulations -- Racing Games -- Flight Sims -- Construction and Management Sims -- Adventure Games -- Puzzle and Parlor Games -- Educational Games -- Appendix A: Helpful Resources -- Game Design -- Magazines -- Web Sites -- Conferences and Trade Shows -- Industry News -- Appendix B: Glossary -- A -- B -- C -- D -- E -- F -- G -- H -- I -- L -- M -- N -- O -- P -- R -- S -- T -- U -- W -- Appendix C: Review Questions and Answers -- Chapter 1 -- Chapter 2 -- Chapter 3 -- Chapter 4 -- Chapter 5 -- Chapter 6 -- Chapter 7 -- Chapter 8 -- Chapter 9 -- Appendix D: What's on the CD -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Z.
- 電子資源: https://dbs.tnua.edu.tw/login?url=https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=134902
- 系統號: 005318610
- 資料類型: 電子書
- 讀者標籤: 需登入
- 引用網址: 複製連結
This overview of the skills and basic tools required to produce high quality levels in game environments focuses on design aesthetics, what makes "good levels" and how to create them, and how users can transfer these skills into a job as a level designer. Original. (Beginner)
來源: Google Book
來源: Google Book
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