CHAPTER 1: WHY DO WE PLAY GAMES? Sub -topics: - What players look for in a game: Novelty, creativity, and a sense of achievement- Appeal of different game genres such as action RPGs, puzzles, casual and simulation games- Role of game art and game aesthetics in increasing player motivation- What are game mechanics? - Impact of game mechanics on the player experience
CHAPTER 2: CREATING FUN GAMEPLAY Sub - topics: - Difference between linear and non-linear games - Controlling flow of non-linear, player-choice based games - Controlling difficulty of gameplay through game balancing and teaching player through in-game tutorials- Storytelling and the game narrative - Creating quests and missions for establishing the end-goal of the game
CHAPTER 3: FREEDOM TO EXPLORE NEW WORLDSSub - topics: - Implementing player progression by developing player's skills and abilities and levelling up the player through achievements- Movement mechanics: controlling the player through user input- Mechanics for in-game travel with the help of maps and guides, transport vehicles, instant teleportation methods, and shortcuts in the game levels- Game world and environment mechanics, including concepts such as creating infinite open worlds through procedural generation and realistic weather systems
CHAPTER 4: DEFEAT, COLLECT, REPEATSub - topics: - Enemy and NPC generation using artificial intelligence and creating combat mechanics- Establishing victory and defeat conditions- Managing the player inventory, controlling the internal game economy, and resource management in games- Implementing a reward system such as collection or trading of in-game currency, spawing natural resources in the game- Unlocking new game levels and areas and greater player customization as the character levels up
CHAPTER 5: CHOOSE YOUR MECHANICSSub - topics: - Tips for choosing game mechanics- Designing game mechanics for different kinds of players such as achievers, skillers, and completionists- Analysis of game mechanics in existing games of different genres: o Sims (simulation) o Fallout (role playing) o Age of empires (base building) o Life is strange (player-choice based) o No man's sky (procedurally generated survival)- Prototyping, trial and error
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
EUR 1,06 expédition depuis Etats-Unis vers France
Destinations, frais et délaisVendeur : PBShop.store US, Wood Dale, IL, Etats-Unis
PAP. Etat : New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. N° de réf. du vendeur L0-9781484288740
Quantité disponible : Plus de 20 disponibles
Vendeur : Ria Christie Collections, Uxbridge, Royaume-Uni
Etat : New. In. N° de réf. du vendeur ria9781484288740_new
Quantité disponible : Plus de 20 disponibles
Vendeur : PBShop.store UK, Fairford, GLOS, Royaume-Uni
PAP. Etat : New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000. N° de réf. du vendeur L0-9781484288740
Quantité disponible : Plus de 20 disponibles
Vendeur : Chiron Media, Wallingford, Royaume-Uni
PF. Etat : New. N° de réf. du vendeur 6666-IUK-9781484288740
Quantité disponible : 10 disponible(s)
Vendeur : THE SAINT BOOKSTORE, Southport, Royaume-Uni
Etat : New. This item is printed on demand. New copy - Usually dispatched within 5-9 working days 156. N° de réf. du vendeur C9781484288740
Quantité disponible : Plus de 20 disponibles