Coverart for item
The Resource Basics of game design, Michael E. Moore

Basics of game design, Michael E. Moore

Label
Basics of game design
Title
Basics of game design
Statement of responsibility
Michael E. Moore
Creator
Subject
Language
eng
Summary
This book is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. Advice on developing stories for games, building maps and levels, and designing the graphical user interface is also included. Features include: Covers the mechanics behind creating data-driven games, including role-playing and real-time strategy games; Explains how to design the data sets used to resolve game play; Offers recommendations on developing stories, building maps and levels, and designing the GUI; Provides many real examples and practical details, including screenshots of games
Member of
Cataloging source
N$T
http://library.link/vocab/creatorName
Moore, Michael E.
Dewey number
794.8/1536
Illustrations
  • illustrations
  • maps
Index
index present
LC call number
QA76.76.C672
LC item number
M6158 2011eb
Literary form
non fiction
Nature of contents
  • dictionaries
  • bibliography
http://library.link/vocab/subjectName
  • Computer games
  • Computer games
  • Video games
  • GAMES
  • Computer games
  • Computer games
  • Video games
Label
Basics of game design, Michael E. Moore
Instantiates
Publication
Copyright
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • Exercises
  • 2.
  • Game Play and Game Mechanics
  • Game Play and the "Fun Factor"
  • Assigning Percentages to Game Play
  • Play Elements for Game Genres
  • What Is Not Game Play
  • Mechanics of Game Play
  • Modeling Reality
  • The Fudge Factor
  • pt. I
  • Conclusion
  • Exercises
  • 3.
  • Math and Logic in Games
  • Probability and Statistics
  • Randomization in Games
  • Percentages
  • Percentages in Video Games
  • Keeping the Math Simple
  • Defining Play through Algorithms
  • INTRODUCTION
  • Logic and Scripting Languages
  • Conclusion
  • Exercises
  • pt. II
  • INSIDE GAME MECHANICS
  • 1.
  • Making Games
  • Game Play and Game Data
  • Designers and the Development Process
  • The Designer's Role in Game Development
  • Conclusion
  • Strategic Movement Map (World Map)
  • Movement Rates
  • Movement Algorithm
  • Random Encounters
  • Items on the Map
  • Conclusion
  • Exercises
  • 5.
  • On Combat
  • Rock-Paper-Scissors
  • 4.
  • Turn-Based vs. Real-Time Combat
  • Combat Attributes (Statistics)
  • Combat in Role-Playing Games
  • RPG Combat Algorithms
  • Combat Table
  • Critical Hit Table
  • Magic/Technology Combat
  • Fleeing Combat
  • Combat in Wargames
  • Attributes in Wargames
  • On Movement
  • Combat in Turn-Based Wargames
  • Sequence of Play in Wargames
  • Combat in Real-Time Strategy Games
  • AI Design for Wargames
  • Conclusion
  • Exercises
  • Scale
  • Graphical Interface Requirements
  • Military Scales
  • Regulating Movement in Wargames
  • Game Statistics for Movement
  • Terrain Features
  • Exercises
  • 7.
  • On Items
  • Item Categories
  • Game Functions of Items
  • Item Chart
  • Designing Weapons
  • Item Types: Hand Weapons
  • Item Types: Ranged Weapons
  • Item Typ es: Exotic Weapons
  • 6.
  • Item Types: Armor
  • Item Types: Potions and Scrolls
  • Item Types: Auxiliary Equipment
  • Inventory
  • Store Inventories
  • Resources
  • Money
  • Conclusion
  • Exercises
  • 8.
  • On Characters and Monsters
  • On Magicks and Technologies
  • Magic in Games
  • Technology in Games
  • Technology Trees
  • Conclusion
  • Exercises
  • 9.
  • On Puzzles in Games
  • Elements of Puzzles
  • Categories of Puzzles
  • Creating Player Characters
  • Experience Points and Leveling Up
  • Creating Monsters, Villains, and Allies
  • Treasure Tables
  • Sports Game Characters
  • Conclusion
  • 10.
  • Storytelling in Games
  • Stories in Games
  • Problems with Game Stories
  • Structuring Stories in Games
  • Linking Plot to Game Play
  • Creating a Game Story
  • Dialogue in Games
  • Conclusion
  • Exercises
  • Randomization in Puzzle Games
  • 11.
  • Designing Playfields
  • 2D Maps
  • 3D Levels
  • Designing Playfields
  • Scripting Languages and Playfield Design
  • Point-of-View in Playfield Design
  • Problems in Playfield Design
  • Planning Before Building
  • Conclusion
  • Designing Puzzles that Appear in Games
  • Exercises
  • 12.
  • Interface Design
  • Graphical User Interface
  • Designing the GUI
  • Game Controls
  • Feedback
  • Conclusion
  • Exercises
  • 13.
  • Quests as Puzzles
  • A Conversation with Chris Taylor
  • Introduction
  • Chris's Background in Games
  • Preproduction Phase
  • Production Phase
  • Final Thoughts
  • Adventure Games
  • Conclusion
  • Exercises
  • pt. III
  • IMPLEMENTING THE DESIGN
Control code
746925670
Dimensions
unknown
Extent
1 online resource (xv, 375 pages)
File format
unknown
Form of item
online
Isbn
9780429064456
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other physical details
color illustrations, color maps
http://library.link/vocab/ext/overdrive/overdriveId
cl0500000523
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
(OCoLC)746925670
Label
Basics of game design, Michael E. Moore
Publication
Copyright
Antecedent source
unknown
Bibliography note
Includes bibliographical references and index
Carrier category
online resource
Carrier category code
  • cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
  • txt
Content type MARC source
rdacontent
Contents
  • Exercises
  • 2.
  • Game Play and Game Mechanics
  • Game Play and the "Fun Factor"
  • Assigning Percentages to Game Play
  • Play Elements for Game Genres
  • What Is Not Game Play
  • Mechanics of Game Play
  • Modeling Reality
  • The Fudge Factor
  • pt. I
  • Conclusion
  • Exercises
  • 3.
  • Math and Logic in Games
  • Probability and Statistics
  • Randomization in Games
  • Percentages
  • Percentages in Video Games
  • Keeping the Math Simple
  • Defining Play through Algorithms
  • INTRODUCTION
  • Logic and Scripting Languages
  • Conclusion
  • Exercises
  • pt. II
  • INSIDE GAME MECHANICS
  • 1.
  • Making Games
  • Game Play and Game Data
  • Designers and the Development Process
  • The Designer's Role in Game Development
  • Conclusion
  • Strategic Movement Map (World Map)
  • Movement Rates
  • Movement Algorithm
  • Random Encounters
  • Items on the Map
  • Conclusion
  • Exercises
  • 5.
  • On Combat
  • Rock-Paper-Scissors
  • 4.
  • Turn-Based vs. Real-Time Combat
  • Combat Attributes (Statistics)
  • Combat in Role-Playing Games
  • RPG Combat Algorithms
  • Combat Table
  • Critical Hit Table
  • Magic/Technology Combat
  • Fleeing Combat
  • Combat in Wargames
  • Attributes in Wargames
  • On Movement
  • Combat in Turn-Based Wargames
  • Sequence of Play in Wargames
  • Combat in Real-Time Strategy Games
  • AI Design for Wargames
  • Conclusion
  • Exercises
  • Scale
  • Graphical Interface Requirements
  • Military Scales
  • Regulating Movement in Wargames
  • Game Statistics for Movement
  • Terrain Features
  • Exercises
  • 7.
  • On Items
  • Item Categories
  • Game Functions of Items
  • Item Chart
  • Designing Weapons
  • Item Types: Hand Weapons
  • Item Types: Ranged Weapons
  • Item Typ es: Exotic Weapons
  • 6.
  • Item Types: Armor
  • Item Types: Potions and Scrolls
  • Item Types: Auxiliary Equipment
  • Inventory
  • Store Inventories
  • Resources
  • Money
  • Conclusion
  • Exercises
  • 8.
  • On Characters and Monsters
  • On Magicks and Technologies
  • Magic in Games
  • Technology in Games
  • Technology Trees
  • Conclusion
  • Exercises
  • 9.
  • On Puzzles in Games
  • Elements of Puzzles
  • Categories of Puzzles
  • Creating Player Characters
  • Experience Points and Leveling Up
  • Creating Monsters, Villains, and Allies
  • Treasure Tables
  • Sports Game Characters
  • Conclusion
  • 10.
  • Storytelling in Games
  • Stories in Games
  • Problems with Game Stories
  • Structuring Stories in Games
  • Linking Plot to Game Play
  • Creating a Game Story
  • Dialogue in Games
  • Conclusion
  • Exercises
  • Randomization in Puzzle Games
  • 11.
  • Designing Playfields
  • 2D Maps
  • 3D Levels
  • Designing Playfields
  • Scripting Languages and Playfield Design
  • Point-of-View in Playfield Design
  • Problems in Playfield Design
  • Planning Before Building
  • Conclusion
  • Designing Puzzles that Appear in Games
  • Exercises
  • 12.
  • Interface Design
  • Graphical User Interface
  • Designing the GUI
  • Game Controls
  • Feedback
  • Conclusion
  • Exercises
  • 13.
  • Quests as Puzzles
  • A Conversation with Chris Taylor
  • Introduction
  • Chris's Background in Games
  • Preproduction Phase
  • Production Phase
  • Final Thoughts
  • Adventure Games
  • Conclusion
  • Exercises
  • pt. III
  • IMPLEMENTING THE DESIGN
Control code
746925670
Dimensions
unknown
Extent
1 online resource (xv, 375 pages)
File format
unknown
Form of item
online
Isbn
9780429064456
Level of compression
unknown
Media category
computer
Media MARC source
rdamedia
Media type code
  • c
Other physical details
color illustrations, color maps
http://library.link/vocab/ext/overdrive/overdriveId
cl0500000523
Quality assurance targets
not applicable
Reformatting quality
unknown
Sound
unknown sound
Specific material designation
remote
System control number
(OCoLC)746925670

Library Locations

    • Curtis Laws Wilson LibraryBorrow it
      400 West 14th Street, Rolla, MO, 65409, US
      37.955220 -91.772210
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