چگونه یک بازی بسازیم: از ایده تا انتشار و پرهیز از دامهای رایج در این مسیر
How to Make a Game : Go From Idea to Publication Avoiding the Common Pitfalls Along the Way
معرفی کتاب «چگونه یک بازی بسازیم: از ایده تا انتشار و پرهیز از دامهای رایج در این مسیر» (با عنوان لاتین How to Make a Game : Go From Idea to Publication Avoiding the Common Pitfalls Along the Way) نوشتهٔ Minhaz-Us-Salakeen Fahme,Tanimul Haque Khan (auth.)، منتشرشده توسط نشر Apress : Imprint: Apress در سال 2021. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
Get a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. We start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding. Your thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience and finalize the game for release. Along the journey, we will explore some interesting stories of games and mythology as well. By the end of the book, you will know about the basic life cycle of a game development process and how to not make a game. What You Will Learn Discover the fundamentals of game design See some intermediate coding tricks to make your games better Grasp the pitfalls to avoid while designing and programming games Master the different conventions and practices for file naming and structuring your projects Who This Book Is For People who want to make games. Basic programming experience is assumed. Table of Contents About the Authors About the Technical Reviewers Acknowledgments Introduction Chapter 1: Don’t Defining a Game Basic Components Making Your Game The Don’ts Chapter 2: The Fault in Our Stars Let’s Go Back to the Start Thoughtful Playing Diving Deep Chapter 3: Don’t Reinvent the Wheel Let’s Jog The Memory Game-Making Tools Graphics Engine Physics Engine Pathfinding Auto-Rigging Choosing a Programming Language Summary Chapter 4: Choose Your Arsenal The First Mistake Unity Games Made with Unity Ori and the Blind Forest Cuphead HearthStone Call of Duty: Mobile Comments Unreal Engine Games Made with Unreal Engine Fortnite Final Fantasy VII Remake Comments Godot Comments Verdict Chapter 5: It’s All in My Head: Writing a Game Design Document Introducing the GDD Game Design: Mudwash Philosophy Feature List Gameworld Development Ideas Overall Aesthetics Gameplay Mechanics and Systems Working with GDDs Game Design Document: Endora- Relics of The Ancients Characters Story Theme and Story Progression Gameplay Goals Skills Items Level Design Controls Progression and Challenge Achievements Art Style Music and Sounds Technical Description Monetization Fragile Memory, Process, and Future Chapter 6: A Stitch in Time Saves Nine Project Structure The First Way Third-Party Assets Plugins Editor Streaming Assets v1.0 Scripts 2D Assets 3D Assets Prefabs Scene Scenes/Maps Scenes/UI Publishing Content The Second Way Code Patterns MVC View Model Controller Single Responsibility Input Handler Motion Handler Animation Handler Collision Handler Putting the Pieces Together Drawbacks Conventions Who’s Going to Call It? What Does It Do? What’s the Output? What’s the Input? The Benefit Asset Optimization Text Files Audio Files Compression Long Tail Repeating Loop Unity Settings Image Files Common Mistakes Resolution Compression Unity Settings A Disorganized Army Is As Good As A Dead One Chapter 7: Git Good What Is Version Control? Do We Really Need It? Version Control with Game Development What Is GitHub? What Is CI/CD? Chapter 8: Get Smart: Good Programming Practices Hard Code Loops Booleans Return Avoiding Try-Catch Arrays vs. Lists Use TextMeshPro over Text Unity-Specific Conventions More Good Practices Chapter 9: Game Design - The Three Musketeers! Dissecting Games Gameplay Story Sound But, But...What About Graphics? The Fourth Musketeer Chapter 10: Game Feels and Effects Sound Controls Haptics Visual Effects Screen Shake Particle Effects Physics Things That Can Go Wrong Chapter 11: Help! Player Types Difficulty Settings Rewards vs. Punishment What Did They Do? What Went Wrong? So How Do We Fix It? Let’s Fix XCOM2 Game Mechanics: Jumping Game Mechanics: Health Game Mechanics: Movement The Cavalry Will Arrive Chapter 12: Input Matters What Is Cognitive Mapping? So What’s the Problem? Chapter 13: Choosing a Platform Input Matters: The Return and The Overnight Success The Budget Your Audience Technical Issues Chapter 14: Game Testing and Publishing - The Great Filter Where Are They? The Great Filter Basic Steps of Game Testing Unit Testing Alpha Testing Beta Testing Hidden Traps Regarding Game Testing The Lazy Developer It’s Working Fine Here The Developer Bias The Nice Guy Jealousy The Bug Is Small and Hard to Catch The Boring Job It’s Going to Work Out by Itself Make Up Your Mind Restarting Every Time from Zero Graphics Stop Waiting Influencers vs. Game Streamers Game Marketing Strategies A Few Things to Make/Have Getting the Best Out of Your Platform Game Engines and Dev Communities Communication Hacks Marketing Through an Agency Pricing Chapter 15: Game Over - The Myth of Sisyphus The Nature of “Game” There’s No Golden Apple Costly to Make, Costly to Get It Can Break Your Heart and Also Break You Money Matters Finding Funding Surviving Artists The Lone Wolf The Pack Survives? From Art to Business Following Paths (Lack of Originality) The Winner Takes All The Core Loop and Sisyphus Index
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