Book description
A hands-on book that explains concepts "by doing," Introduction to Game Design, Prototyping, and Development, Third Edition, takes readers through the process of making both paper and digital game prototypes. Rather than focusing on a single tutorial, as most Unity books have done, this book explores several small prototypes, reinforcing critical concepts through repetition from project to project. Author Jeremy Gibson Bond's approach creates a stable of "base projects" that serve as starters for readers looking to create their own games), while skipping the aspects of project creation (e.g. modeling, animation, etc.) that are less central to this book. Intermediate readers may browse this book for a tutorial that clarifies the specific prototyping or programming concept that they wish to learn.
This book begins with an introduction to general game design concepts and basic programing concepts. C# is the chosen language used in this book, and it is easy to learn and enforces good coding practices. Game prototyping and programming tutorials use Object-Oriented Programming (OOP), the standard for coding over the past 30+ years, in addition to the new Data-Oriented Technology Stack (DOTS) and Entity Component System (ECS), providing a well-rounded approach. Game development concepts covered help readers find further resources to expand their game design knowledge.
Table of contents
- Cover Page
- HalfTitle Page
- Title Page
- Copyright Page
- Pearson’s Commitment to Diversity, Equity, and Inclusion
- Dedication Page
- Contents
- Table of Contents
- Foreword
- Preface
- Acknowledgments
- About the Author
-
Part I: Game Design and Paper Prototyping
- Chapter 1. Thinking Like a Designer
- Chapter 2. Game Analysis Frameworks
- Chapter 3. The Layered Tetrad
- Chapter 4. The Inscribed Layer
- Chapter 5. The Dynamic Layer
- Chapter 6. The Cultural Layer
- Chapter 7. Acting Like a Designer
- Chapter 8. Design Goals
- Chapter 9. Paper Prototyping
- Chapter 10. Game Testing
-
Chapter 11. Math and Game Balance
- The Meaning of Game Balance
- The Importance of Spreadsheets
- Examining Dice Probability with Sheets
- The Math of Probability
- Randomizer Technologies in Paper Games
- Weighted Distributions
- Weighted Probability in Google Sheets
- Permutations
- Using Sheets to Balance Weapons
- Positive and Negative Feedback
- Summary
- Chapter 12. Guiding the Player
- Chapter 13. Puzzle Design
- Chapter 14. The Agile Mentality
- Chapter 15. The Digital Game Industry
-
Part II: Programming C# in Unity
- Chapter 16. Thinking in Digital Systems
- Chapter 17. Introducing Unity HUB and The Unity Editor
- Chapter 18. Introducing Our Language: C#
- Chapter 19. Hello World: Your First Program
- Chapter 20. Variables and Components
- Chapter 21. Boolean Operations and Conditionals
- Chapter 22. Loops
- Chapter 23. Collections in C#
-
Chapter 24. Functions and parameters
- Setting Up the Function Examples Project
- Definition of a Function
- What Happens When You Call a Function?
- Function Parameters and Arguments
- Returning Values
- Returning void
- Function Naming Conventions
- Why Use Functions?
- Function Overloading
- Optional Parameters
- The params Keyword
- Recursive Functions
- Summary
- Chapter 25. Debugging
- Chapter 26. Classes
- Chapter 27. Object-Oriented Thinking
- Chapter 28. Data-Oriented Design
-
Part III: Game Prototype Tutorials
- Chapter 29. Apple Picker
- Chapter 30. Mission Demolition
- Chapter 31. Space shmup – Part 1
-
Chapter 32. Space shmup – Part 2
- What You Will Learn
- Getting Started: Space SHMUP – Part 2
- Enemy to Enemy_0
- Programming Other Enemies
- Shooting Revisited
- Showing Enemy Damage
- Adding Power-Ups and Boosting Weapons
- Race Conditions & Script Execution Order
- Making Enemies Drop PowerUps
- Enemy_4 — A More Complex Enemy
- Tuning Settings for the Game Entities
- Adding a Scrolling Starfield Background
- Summary
- Chapter 33. Prospector Solitaire – Part 1
- Chapter 34. Prospector Solitaire – Part 2
-
Chapter 35. Dungeon Delver – Part 1
- What You Will Learn
- The Dungeon Delver Game
- Getting Started: Dungeon Delver — Part 1
- Setting Up the Cameras
- Understanding the Dungeon Data
- Showing the Map with a Unity Tilemap
- Adding the Hero
- Giving Dray an Attack Animation
- Dray’s Sword
- Programmatic Collision in Unity Tilemap
- The InRoom Script
- Enemy: Skeletos
- Keeping GameObjects in the Room
- Aligning to the Grid
- Moving from Room to Room
- Making the Camera Follow Dray
- Summary
-
Chapter 36. Dungeon Delver – Part 2
- What You Will Learn
- Getting Started: Dungeon Delver — Part 2
- Dungeon Delver — Part 2 Overview
- Implementing TileSwaps
- Swapping in LockedDoor GameObjects
- Implementing Keys and Unlocking Doors
- Adding GUI to Track Key Count and Health
- Enabling Enemies to Damage Dray
- Making Dray’s Attack Damage Enemies
- Modifying Enemy to Take Damage
- Picking Up Items
- Enemies Dropping Items on Death
- Implementing a New Dungeon—The Hat
- Implementing a Grappler
- Summary
- Part IV: Next Steps
- Part V: Appendices
Product information
- Title: Introduction to Game Design, Prototyping, and Development, 3rd Edition
- Author(s):
- Release date: June 2022
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780136619918
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