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Game Development with Gamemaker: A Primer on Game Development and Design, 2nd Edition

جلد کتاب Game Development with Gamemaker: A Primer on Game Development and Design, 2nd Edition

معرفی کتاب «Game Development with Gamemaker: A Primer on Game Development and Design, 2nd Edition» نوشتهٔ K.D. Robertson و Sebastiano M. Cossu; Seb Cossu، منتشرشده توسط نشر Apress L. P. در سال 2024. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

Create games from start to finish while learning game design and programming principles using the GameMaker. Game Development with GameMaker covers all aspects of game design and development from the initial idea to the final release. You will learn how to make a 2D game from start to finish using GameMaker covering important features and topics related to game development. The book will cover design and development of a top-down action game from start to finish leveraging on best practices according to the current state of the industry’s standards. It will cover all the building blocks of 2D game development: movements, combat, AI, UI, level design, inventory, power ups, etc. This edition also aims to implement the many changes that has come to GameMaker: new features as well as best practices. You Will Master GameMaker Language (GML) programming Apply game design principles and programming patterns Learn about 2D game development techniques and best practices Review the visual programming tool of GameMaker Who This Book is For Game enthusiasts interested in game development and design with GameMaker would benefit from the book. No prior programming experience is required. Table of Contents About the Author Acknowledgments Introduction Chapter 1: Overview The Right Tool for the Job What Is GameMaker? About Game Design About Coding How to Use This Book Additional Content Pricing Installing GameMaker Windows Mac Installing from Steam Chapter 2: Hello, World! UI Overview Sprites Objects Events Code Tile Sets Fonts Rooms Hello, GML! Create Event Introducing Variables Left Pressed (Mouse) Event Draw Chapter 3: Card Game (Part 1) The Design A Game Design Document Primer Memory GDD Rules Game Flow Similar Games Game Modes Target Audience Target System Assets spr_cardback spr_rain From GDD to Development Cards Implementation The Card Object If-Then-Else Switch Deck Array Stack Queue List Map Priority Queue Grids Designing Decks Code Loops Repeat While Do-Until For Making Decks Every Day I’m Shuffling How Do Functions Function? GML Functions Shuffle Cards Code Chapter 4: Card Game (Part 2) Finite-State Machines (FSMs) From State Machine to Code A Matter of Time Play to Win! Chapter 5: Fixed Shooter History of the Genre Space Gala (GDD) Story and Setting Gameplay Victory Conditions Controls Menu Pacing Enemies Game Modes Level 1 Similar Games and Influences Target Audience From GDD to the Game Assets spr_player spr_bullet_player spr_life spr_enemy_red spr_background fnt_score fnt_messages rm_level_1 Making Features, Not Objects Movements Shooting Designing rm_level_1 Game States Making HUDs What About Victory? Menu Chapter 6: Shoot ‘Em Up! Fixed vs. Scrolling Shoot ‘Em Up! Space Gala v.2.0 (GDD) Story and Setting Gameplay Victory Conditions Controls Menu Pacing Enemies Game Modes Level 1 Level 2 Similar Games and Influences Target Audience Assets Sounds Cameras and Viewports Designing Color-Switching Inheritance Color Shooting More Enemies Ain’t Nothing but the Blues Walkers on Paths Unidentified Flying...Instance! Super-Attack How to Design a Good Shmup Level Boss Fighting Conclusion Chapter 7: Designing Bosses Teaching and Experimenting Motivation! How Can We Use This? Chapter 8: Single-Screen Platformer Cherry Caves Story and Setting Gameplay Victory Condition Controls Enemies Assets Sprites spr_player_idle spr_player_walk spr_player_climb spr_block_red spr_block_brown spr_ladder spr_ball_purple spr_ball_green spr_cherry spr_goal Fonts fnt_score Sounds How to Create a Hero Setting the Boundaries Everything That Goes Up Comes Down Get a Jump on Gravity! Climbing the Ladder Controlling the Game Flow HUD How to Die Cherry-Picking Through Cherries, to the Star Level Design: The Art of Creating Worlds Designing Caves Level 2! Chapter 9: Scrolling Platformer Story and Setting Gameplay Victory Condition Items Controls Enemies Attack Miscellaneous Similar Games Assets spr_land spr_skybg spr_platform_falling spr_platform_trampoline spr_platform_moving spr_octopus_green spr_octopus_purple spr_titlescreen spr_coin spr_terrain Fonts fnt_title Sounds The More You Do It ... Title Screen Tiles and Level Design Scrolling Camera Fixing and Re-adapting Different Ways to Move Gotta Squash'Em All! Items and Power-Ups Coins Cherries Creating the First Level Chapter 10: Designing Platformers Controls Are Key It’s My Fault! Keep It Simple! Power-Ups, Items, and Gear Interesting Collections World Makers Conclusion Chapter 11: Metroidvania (Part 1) History Isolation (Game Design Document) Story and Setting Gameplay Victory Condition Controls Enemies Attack Skills Maps Inventory Similar Games Assets spr_player_idle spr_player_walk spr_player_jump spr_player_jump_fall/spr_player_dash spr_player_wallslide spr_heart spr_warp spr_marker spr_upgrade spr_cure spr_octopus_green spr_ground_brown spr_checkpoint_inactive spr_checkpoint_active spr_bullet_heavy spr_bullet_light Fonts fnt_text fnt_menu_h1 fnt_menu_h2 Sounds snd_item snd_jump snd_dash snd_shoot snd_kill snd_hit snd_menu Creating the Platforming Base Gamepad Support! Gravity, No Escaping! Making the Leap Another Kick in the Wall Moving Forward with a Dash The Game Flow Warped! Conclusion Chapter 12: Metroidvania (Part 2) About Maps Map Makers, Grids, and Semaphores Items and Inventory Creating the Combat System Old Enemies Saving Maria file_text_open_read(fname) file_text_open_write(fname) file_text_open_append(fname) file_text_write_string(file_id, my_string) file_text_close(file_id) Conclusion Chapter 13: Extra: Artificial Intelligence Isolation: CR – Artificial Intelligence Change Request Document Description of Change Justification Impact Analysis Raycasting-Based Detection Octopus, Behave! Patrol Chase Conclusion Chapter 14: Designing Fun Games Document Your Design! Respect Your Game Keep Your Players Immersed Autonomy Competence Relatedness Having Fun Means Learning Conclusion Chapter 15: What’s Next? Itch.io GOG Humble Store Steam End Game
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