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4 kirjaa tekijältä Jeff Howard

Quests

Quests

Jeff Howard

TAYLOR FRANCIS LTD
2022
nidottu
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design.The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design:• level design• quest item creation• NPC and dialogue construction• scriptingThis book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way.The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
Quests

Quests

Jeff Howard

TAYLOR FRANCIS LTD
2022
sidottu
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design.The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design:• level design• quest item creation• NPC and dialogue construction• scriptingThis book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way.The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
Game Magic

Game Magic

Jeff Howard

CRC Press
2017
sidottu
Make More Immersive and Engaging Magic Systems in Games Game Magic: A Designer‘s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire). The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.
Game Magic

Game Magic

Jeff Howard

A K Peters
2014
nidottu
Make More Immersive and Engaging Magic Systems in GamesGame Magic: A Designer’s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire).The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms.Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.