Game Magic

Book description

This book explains how to construct magic systems and presents a compendium of arcane lore. 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. It explains 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 shows how to divide a simulated world into domains of influence and how to use specific rule systems to simulate powers within these realms.

Table of contents

  1. Front Cover (1/2)
  2. Front Cover (2/2)
  3. Contents (1/2)
  4. Contents (2/2)
  5. List of Figures
  6. List of Tables
  7. Thanks
  8. The Author
  9. Table of Recipes/Code Snippets
  10. Proverbs of Game Magic
  11. Epigraphs
  12. Chapter 1: How to Use This Book (1/2)
  13. Chapter 1: How to Use This Book (2/2)
  14. Chapter 2: Magic Systems in Theory and Practice (1/3)
  15. Chapter 2: Magic Systems in Theory and Practice (2/3)
  16. Chapter 2: Magic Systems in Theory and Practice (3/3)
  17. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (1/16)
  18. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (2/16)
  19. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (3/16)
  20. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (4/16)
  21. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (5/16)
  22. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (6/16)
  23. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (7/16)
  24. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (8/16)
  25. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (9/16)
  26. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (10/16)
  27. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (11/16)
  28. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (12/16)
  29. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (13/16)
  30. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (14/16)
  31. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (15/16)
  32. Chapter 3: From Exemplary Game Magic Systems to Code Recipes (16/16)
  33. Chapter 4: Schools of Game Magic (1/16)
  34. Chapter 4: Schools of Game Magic (2/16)
  35. Chapter 4: Schools of Game Magic (3/16)
  36. Chapter 4: Schools of Game Magic (4/16)
  37. Chapter 4: Schools of Game Magic (5/16)
  38. Chapter 4: Schools of Game Magic (6/16)
  39. Chapter 4: Schools of Game Magic (7/16)
  40. Chapter 4: Schools of Game Magic (8/16)
  41. Chapter 4: Schools of Game Magic (9/16)
  42. Chapter 4: Schools of Game Magic (10/16)
  43. Chapter 4: Schools of Game Magic (11/16)
  44. Chapter 4: Schools of Game Magic (12/16)
  45. Chapter 4: Schools of Game Magic (13/16)
  46. Chapter 4: Schools of Game Magic (14/16)
  47. Chapter 4: Schools of Game Magic (15/16)
  48. Chapter 4: Schools of Game Magic (16/16)
  49. Chapter 5: Magic as Programming, Programming as Magic (1/4)
  50. Chapter 5: Magic as Programming, Programming as Magic (2/4)
  51. Chapter 5: Magic as Programming, Programming as Magic (3/4)
  52. Chapter 5: Magic as Programming, Programming as Magic (4/4)
  53. Chapter 6: Game Design Lessons from Occult Magic (1/8)
  54. Chapter 6: Game Design Lessons from Occult Magic (2/8)
  55. Chapter 6: Game Design Lessons from Occult Magic (3/8)
  56. Chapter 6: Game Design Lessons from Occult Magic (4/8)
  57. Chapter 6: Game Design Lessons from Occult Magic (5/8)
  58. Chapter 6: Game Design Lessons from Occult Magic (6/8)
  59. Chapter 6: Game Design Lessons from Occult Magic (7/8)
  60. Chapter 6: Game Design Lessons from Occult Magic (8/8)
  61. Chapter 7: A Videogame Designer’s Guide to Non-Digital Game Magic (1/5)
  62. Chapter 7: A Videogame Designer’s Guide to Non-Digital Game Magic (2/5)
  63. Chapter 7: A Videogame Designer’s Guide to Non-Digital Game Magic (3/5)
  64. Chapter 7: A Videogame Designer’s Guide to Non-Digital Game Magic (4/5)
  65. Chapter 7: A Videogame Designer’s Guide to Non-Digital Game Magic (5/5)
  66. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (1/9)
  67. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (2/9)
  68. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (3/9)
  69. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (4/9)
  70. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (5/9)
  71. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (6/9)
  72. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (7/9)
  73. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (8/9)
  74. Chapter 8: Adapting Game Magic from the Literature of the Fantastic (9/9)
  75. Works Cited (1/2)
  76. Works Cited (2/2)
  77. Appendix A: A Magic System Worksheet (1/2)
  78. Appendix A: A Magic System Worksheet (2/2)
  79. Appendix B: Timelines (1/2)
  80. Appendix B: Timelines (2/2)
  81. Back Cover

Product information

  • Title: Game Magic
  • Author(s): Jeff Howard
  • Release date: April 2014
  • Publisher(s): A K Peters/CRC Press
  • ISBN: 9781466567870