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Books > Computing & IT > Computer software packages > Computer games
Learn to create, publish and monetize your mobile games with the
latest Unity 2017 tool-set easily for Android and iOS About This
Book * One-stop solution to becoming proficient in mobile game
development using Unity 2017 * Port your Unity games to popular
platforms such as iOS and Android * Unleash the power of C#
scripting to create realistic gameplay and animations in Unity
2017. Who This Book Is For If you are a game developer and want to
build mobile games for iOS and Android, then this is the book for
you. Previous knowledge of C# and Unity is helpful, but not
required. What You Will Learn * Use Unity to build an endless
runner game * Set up and deploy a project to a mobile device *
Create interesting gameplay elements using inputs from your mobile
device * Monetize your game projects with Unity ads and in-app
purchases * Design UI elements that can be used well in Landscape
and Portrait mode at different resolutions, supporting phones,
tablets, and PCs. * How to submit your game to the iOS and Android
app stores In Detail Unity has established itself as an
overpowering force for developing mobile games. If you love mobile
games and want to learn how to make them but have no idea where to
begin, then this book is just what you need. This book takes a
clear, step-by-step approach to building an endless runner game
using Unity with plenty of examples on how to create a game that is
uniquely your own. Starting from scratch, you will build, set up,
and deploy a simple game to a mobile device. You will learn to add
touch gestures and design UI elements that can be used in both
landscape and portrait mode at different resolutions. You will
explore the best ways to monetize your game projects using Unity
Ads and in-app purchases before you share your game information on
social networks. Next, using Unity's analytics tools you will be
able to make your game better by gaining insights into how players
like and use your game. Finally, you'll learn how to publish your
game on the iOS and Android App Stores for the world to see and
play along. Style and approach This book takes a clear,
step-by-step approach for Unity game developers to explore
everything needed to develop mobile games with Unity.
Learn C++ from scratch and get started building your very own games
About This Book * This book offers a fun way to learn modern C++
programming while building exciting 2D games * This
beginner-friendly guide offers a fast-paced but engaging approach
to game development * Dive headfirst into building a wide variety
of desktop games that gradually increase in complexity * It is
packed with many suggestions to expand your finished games that
will make you think critically, technically, and creatively Who
This Book Is For This book is perfect for you if any of the
following describes you: You have no C++ programming knowledge
whatsoever or need a beginner level refresher course, if you want
to learn to build games or just use games as an engaging way to
learn C++, if you have aspirations to publish a game one day,
perhaps on Steam, or if you just want to have loads of fun and
impress friends with your creations. What You Will Learn * Get to
know C++ from scratch while simultaneously learning game building *
Learn the basics of C++, such as variables, loops, and functions to
animate game objects, respond to collisions, keep score, play sound
effects, and build your first playable game. * Use more advanced
C++ topics such as classes, inheritance, and references to spawn
and control thousands of enemies, shoot with a rapid fire machine
gun, and realize random scrolling game-worlds * Stretch your C++
knowledge beyond the beginner level and use concepts such as
pointers, references, and the Standard Template Library to add
features like split-screen coop, immersive directional sound, and
custom levels loaded from level-design files * Get ready to go and
build your own unique games! In Detail This book is all about
offering you a fun introduction to the world of game programming,
C++, and the OpenGL-powered SFML using three fun, fully-playable
games. These games are an addictive frantic two-button tapper, a
multi-level zombie survival shooter, and a split-screen multiplayer
puzzle-platformer. We will start with the very basics of
programming, such as variables, loops, and conditions and you will
become more skillful with each game as you move through the key C++
topics, such as OOP (Object-Orientated Programming), C++ pointers,
and an introduction to the Standard Template Library. While
building these games, you will also learn exciting game programming
concepts like particle effects, directional sound (spatialization),
OpenGL programmable Shaders, spawning thousands of objects, and
more. Style and approach This book offers a fun, example-driven
approach to learning game development and C++. In addition to
explaining game development techniques in an engaging style, the
games are built in a way that introduces the key C++ topics in a
practical and not theory-based way, with multiple runnable/playable
stages in each chapter.
Bring realism to your games by mastering post-processing effects
and advanced shading techniques in Unity 2018 Key Features Learn
the secrets of creating AAA quality shaders without writing long
algorithms Master shader programming through easy-to-follow
examples Create stunning visual effects that can be used in 3D
games Book DescriptionSince their introduction to Unity, shaders
have been seen as notoriously difficult to understand and implement
in games. Complex mathematics has always stood in the way of
creating your own shaders and attaining the level of realism you
crave. Unity 2018 Shaders and Effects Cookbook changes that by
giving you a recipe-based guide to creating shaders using Unity. It
will show you everything you need to know about vectors, how
lighting is constructed with them, and how textures are used to
create complex effects without the heavy math. This book starts by
teaching you how to use shaders without writing code with the
post-processing stack. Then, you'll learn how to write shaders from
scratch, build up essential lighting, and finish by creating
stunning screen effects just like those in high-quality 3D and
mobile games. You'll discover techniques, such as normal mapping,
image-based lighting, and animating your models inside a shader.
We'll explore how to use physically based rendering to treat light
the way it behaves in the real world. At the end, we'll even look
at Unity 2018's new Shader Graph system. With this book, what seems
like a dark art today will be second nature by tomorrow. What you
will learn Understand physically based rendering to fit the
aesthetic of your game Write shaders from scratch in ShaderLab and
HLSL/Cg Combine shader programming with interactive scripts to add
life to your materials Design efficient shaders for mobile
platforms without sacrificing their realism Use state-of-the-art
techniques, such as volumetric explosions and fur shading Master
the math and algorithms behind the most used lighting models
Understand how shader models have evolved and how you can create
your own Who this book is forUnity Shaders and Effects Cookbook is
for developers who want to create their first shaders in Unity 2018
or wish to take their game to a whole new level by adding
professional post-processing effects. A solid understanding of
Unity is required to get the most from this book.
Explore the features of Unity 5 for 2D game development by building
three amazing game projects About This Book * Explore the 2D
architecture of Unity 5, and the tools and techniques for
developing 2D games * Discover how to use Unity's 2D tools,
including Sprites, physics, and maps, to create different genres of
games * Practical tutorial on the intermediate and advanced
development concepts in Unity 5 to create three interesting and
fully functional games Who This Book Is For If you've got the
basics of 2D development down, push your skills with the projects
in this hands-on guide.Diversify your portfolio and learn the
skills needed to build a range of awesome 2D game genres. What You
Will Learn * Explore and understand the vital role of sprites in 2D
games * Move, animate, and integrate sprites into a 2D platform
game * Set up User Interfaces (UIs) to keep track of the progress
through the games * Apply 2D Physics to improve gameplay
believability * Learn the foundation of Level Design and how to
quickly create 2D Maps * Discover NPC design, event triggers, and
AI programming * Create an epic strategy game, challenging all the
skills acquired in the book In Detail Flexible, powerful, and full
of rich features, Unity 5 is the engine of choice for AAA 2D and 3D
game development. With comprehensive support for over 20 different
platforms, Unity boasts a host of great new functions for making 2D
games. Learn how to leverage these new options into awesome 2D
games by building three complete game projects with the Unity game
tutorials in this hands-on book. Get started with a quick overview
of the principle concepts and techniques needed for making 2D games
with Unity, then dive straight in to practical development. Build
your own version of Super Mario Brothers as you learn how to
animate sprites, work with physics, and construct brilliant UIs in
order to create a platformer game. Go on a quest to create a RPG
game discovering NPC design, event triggers, and AI programming.
Finally, put your skills to the test against a real challenge -
designing and constructing a complex strategy game that will draw
on and develop all your previously learned skills. Style and
approach This is a practical and easy-to-follow guide that starts
with the basics and gradually delves into the process of creating
2D games. With step-by-step instructions on how to build three
games, followed by a detailed explanation of each example, you will
understand the concepts not just in theory, but also by applying
the knowledge you gain in practice.
The action-packed Street Fighter saga continues as Ryu travels
through Asia, meeting fighters he hopes will help him in his
journey toward avenging his master's death. Through his exploits he
encounters the Yoga Master, Dhalsim, the King of Muay Thai, Sagat,
and the mysterious and deadly ex-assassin, Gen. Meanwhile, Chun-Li
and Cammy travel to Mexico to uncover the secrets behind the evil
Shadaloo Syndicate's Doll Agents. Collects Street Fighter II #0-6
plus bonus stories.
How does a game get made? What can go wrong? What does a producer
actually do? Part memoir, part guide, the Gaming Dream is an eye
opening, true account of what it was like to work in the UK gaming
industry back when the PS2 was king. Francesco Fraulo loves playing
games and really wants to get a job making them. He gets his chance
when a bit of luck helps him get employed at a large gaming
company. Things do not go to plan however and he learns that the
gaming industry isn't the land of honey he thought it would be and
he begins to wonder if it was all worth it. Follow Frank as he
experiences the launch of a new console launch and the creation of
award winning games while trying to test his way up the game
industry ladder. His stories are full of funny behind the scenes
anecdotes of what life working in gaming is really like. It gives a
great insight into the companies, processes and people involved in
making video games and is a must read for anyone thinking of
joining the games industry. This new edition has been reedited and
expanded for 2014.
Alternate Reality Games (ARGs) challenge what players understand as
"real." Alternate Reality Games and the Cusp of Digital Gameplay is
the first collection to explore and define the possibilities of
ARGs. Though prominent examples have existed for more than two
decades, only recently have ARGs come to the prominence as a unique
and highly visible digital game genre. Adopting many of the same
strategies as online video games, ARGs blur the distinction between
real and fictional. With ARGs continuing to be an important and
blurred space between digital and physical gameplay, this volume
offers clear analysis of game design, implementation, and
ramifications for game studies. Divided into three distinct
sections, the contributions include first hand accounts by leading
ARG creators, scholarly analysis of the meaning behind ARGs, and
explorations of how ARGs are extending digital tools for analysis.
By balancing the voices of designers, players, and researchers,
this collection highlights how the Alternate Reality Game genre is
transforming the ways we play and interact today.
A project based guides to learn animation, advanced shaders,
environments, particle rendering, and networked games with Godot
3.0 Key Features Learn the art of developing cross-platform games
Leverage Godot's node and scene system to design robust, reusable
game objects Integrate Blender easily and efficiently with Godot to
create powerful 3D games Book DescriptionGodot Engine Game
Development Projects is an introduction to the Godot game engine
and its new 3.0 version. Godot 3.0 brings a large number of new
features and capabilities that make it a strong alternative to
expensive commercial game engines. For beginners, Godot offers a
friendly way to learn game development techniques, while for
experienced developers it is a powerful, customizable tool that can
bring your visions to life. This book consists of five projects
that will help developers achieve a sound understanding of the
engine when it comes to building games. Game development is complex
and involves a wide spectrum of knowledge and skills. This book can
help you build on your foundation level skills by showing you how
to create a number of small-scale game projects. Along the way, you
will learn how Godot works and discover important game development
techniques that you can apply to your projects. Using a
straightforward, step-by-step approach and practical examples, the
book will take you from the absolute basics through to
sophisticated game physics, animations, and other techniques. Upon
completing the final project, you will have a strong foundation for
future success with Godot 3.0. What you will learn Get started with
the Godot game engine and editor Organize a game project Import
graphical and audio assets Use Godot's node and scene system to
design robust, reusable game objects Write code in GDScript to
capture input and build complex behaviors Implement user interfaces
to display information Create visual effects to spice up your game
Learn techniques that you can apply to your own game projects Who
this book is forGodot Engine Game Development Projects is for both
new users and experienced developers, who want to learn to make
games using a modern game engine. Some prior programming experience
in C and C++ is recommended.
Collection of interventions on the status of the moving image in an
age of advanced simulation, exploring the contemporary links
between power, simulation, and warfare. This collection of
wide-ranging interventions and discussions on the status of the
moving image in an age of advanced simulation explores the
contemporary links between power, simulation, and warfare. Today,
technological simulation has become an integral part of military
training and operations; and at the same time, media
spectacle-often enabled by the same technologies-has become
integrated with military power. Trained in virtual environments,
army personnel are increasingly enhanced by augmented reality
technologies that bring combat into conformity with its simulation.
Equally, the seductions of media and entertainment have become
crucial weapons for "information dominance." At the same time as
the infosphere demands that war takes on the properties of a game,
hyper-realistic videogames evolved from military technology become
a kind of virtual distributed training camp, as the lines between
simulation and action, combatant and civilian, become blurred.
Based on a round table discussion prompted by the work of artist
John Gerrard, Simulation, Exercise, Operations assembles thinkers
from philosophy, media, and military theory to examine the powers
of simulation in the contemporary world.
An example-based practical guide to get you up and running with
Unreal Engine 4.X About This Book * A unique resource on Unreal
with an interactive example based approach that is sure to get you
up and running immediately * Will feature four unique game projects
that increase in complexity which will enable readers to build
their game development skills using Unreal Engine 4 and the C++
programming language * Will be the most up to date book in the
market on Unreal with full coverage of the new features of UE4 Who
This Book Is For Unreal Engine 4.X by Example was written for keen
developers who wish to learn how to fully utilise Unreal Engine 4
to make awesome and engrossing game titles. Whether you are brand
new to game development or a seasoned expert, you will be able to
make use of the engine with C++. Experience with both C++ and other
game engines is preferred before embarking on the Unreal by Example
journey, but with a little external research into the basics of C++
programming, this book can take a complete game development novice
to an Unreal Engine Developer! What You Will Learn * Use C++ with
Unreal Engine to boost the development potential of any Unreal
Engine project * Vastly improve workflow and content creation with
the visual scripting system blueprint * Design, test, and implement
interesting game worlds using Unreal Engines built-in editor *
Build a networked, feature-rich first person shooter that you can
play with others over LAN * Build design-centric game worlds that
play to needs of your game ideas * Paint your game worlds via the
creation and modification of visual shaders called materials * Gain
knowledge of other game development disciplines through the use of
the Animation and Material tool sets * Create feature-rich game
projects with a sophisticated visual quality and feature set In
Detail With Unreal Engine 4 being made free to use, for any keen
game developer it is quickly becoming the most popular game engine
in today's development industry. The engine offers a rich feature
set that can be customized and built upon through the use of C++.
This book will cover how to work with Unreal Engine's tool set all
the way from the basics of the editor and the visual scripting
system blueprint to the in-depth low-level creation of content
using C++. This book will provide you with the skills you need to
create feature-rich, captivating, and refined game titles with
Unreal Engine 4. This book will take you through the creation of
four unique game projects, designed so that you will be ready to
apply the engine's rich development capabilities. You will learn
not only to take advantage of the visual tools of the engine, but
also the vast and powerful programming feature set of Unreal Engine
4. Style and approach The best resource that any beginner level
game developer can dream of with examples on leveraging the amazing
graphics engine, beautiful character animation and game world
generations etc. by means of exciting real world game
generation.This book would be a very unique resource for any game
developer who wants to get up and running with Unreal. The unique
example-driven approach will take you through the most basic games
towards the more complex ones and will gradually build your skill
level.
Over 70 recipes that cover advanced techniques for 3D programming
such as lighting, shading, textures, particle systems, and image
processing with OpenGL 4.6 Key Features Explore techniques for
implementing shadows using shadow maps and shadow volumes Learn to
use GLSL features such as compute, geometry, and tessellation
shaders Use GLSL to create a wide variety of modern, realistic
visual effects Book DescriptionOpenGL 4 Shading Language Cookbook,
Third Edition provides easy-to-follow recipes that first walk you
through the theory and background behind each technique, and then
proceed to showcase and explain the GLSL and OpenGL code needed to
implement them. The book begins by familiarizing you with
beginner-level topics such as compiling and linking shader
programs, saving and loading shader binaries (including SPIR-V),
and using an OpenGL function loader library. We then proceed to
cover basic lighting and shading effects. After that, you'll learn
to use textures, produce shadows, and use geometry and tessellation
shaders. Topics such as particle systems, screen-space ambient
occlusion, deferred rendering, depth-based tessellation, and
physically based rendering will help you tackle advanced topics.
OpenGL 4 Shading Language Cookbook, Third Edition also covers
advanced topics such as shadow techniques (including the two of the
most common techniques: shadow maps and shadow volumes). You will
learn how to use noise in shaders and how to use compute shaders.
The book provides examples of modern shading techniques that can be
used as a starting point for programmers to expand upon to produce
modern, interactive, 3D computer-graphics applications. What you
will learn Compile, debug, and communicate with shader programs Use
compute shaders for physics, animation, and general computing Learn
about features such as shader storage buffer objects and image
load/store Utilize noise in shaders and learn how to use shaders in
animations Use textures for various effects including cube maps for
reflection or refraction Understand physically based reflection
models and the SPIR-V Shader binary Learn how to create shadows
using shadow maps or shadow volumes Create particle systems that
simulate smoke, fire, and other effects Who this book is forIf you
are a graphics programmer looking to learn the GLSL shading
language, this book is for you. A basic understanding of 3D
graphics and programming experience with C++ are required.
Embrace the mobile gaming revolution by creating popular iOS games
with Swift 4.2 Key Features Learn to create games for iPhone and
iPad with the latest Swift Programming language Understand the
fundamental concepts of game development like game physics, camera
action, sprites, controls, among others Build Augmented reality
games using ARKit for true performance Book DescriptionSwift is the
perfect choice for game development. Developers are intrigued by
Swift and want to make use of new features to develop their best
games yet. Packed with best practices and easy-to-use examples,
this book leads you step by step through the development of your
first Swift game. The book starts by introducing Swift's best
features - including its new ones for game development. Using
SpriteKit, you will learn how to animate sprites and textures.
Along the way, you will master physics, animations, and collision
effects and how to build the UI aspects of a game. You will then
work on creating a 3D game using the SceneKit framework. Further,
we will look at how to add monetization and integrate Game Center.
With iOS 12, we see the introduction of ARKit 2.0. This new version
allows us to integrate shared experiences such as multiplayer
augmented reality and persistent AR that is tied to a specific
location so that the same information can be replicated on all
connected devices. In the next section, we will dive into creating
Augmented Reality games using SpriteKit and SceneKit. Then,
finally, we will see how to create a Multipeer AR project to
connect two devices, and send and receive data back and forth
between those devices in real time. By the end of this book, you
will be able to create your own iOS games using Swift and publish
them on the iOS App Store. What you will learn Deliver powerful
graphics, physics, and sound in your game by using SpriteKit and
SceneKit Set up a scene using the new capabilities of the scene
editor and custom classes Maximize gameplay with little-known tips
and strategies for fun, repeatable action Make use of animations,
graphics, and particles to polish your game Understand the current
mobile monetization landscape Integrate your game with Game Center
Develop 2D and 3D Augmented Reality games using Apple's new ARKit
framework Publish your game to the App Store Who this book is forIf
you wish to create and publish iOS games using Swift, then this
book is for you. No prior game development or experience with Apple
ecosystem is needed.
A complete guide to designing and building fun games with Qt and Qt
Quick using associated toolsets Key Features A step by step guide
to learn Qt by building simple yet entertaining games Get
acquainted with a small yet powerful addition-Qt Gamepad Module,
that enables Qt applications to support the use of gamepad hardware
Understand technologies such as QML, OpenGL, and Qt Creator to
design intuitive games Book DescriptionQt is the leading
cross-platform toolkit for all significant desktop, mobile, and
embedded platforms and is becoming popular by the day, especially
on mobile and embedded devices. It's a powerful tool that perfectly
fits the needs of game developers. This book will help you learn
the basics of Qt and will equip you with the necessary toolsets to
build apps and games. The book begins by how to create an
application and prepare a working environment for both desktop and
mobile platforms. You will learn how to use built-in Qt widgets and
Form Editor to create a GUI application and then learn the basics
of creating graphical interfaces and Qt's core concepts. Further,
you'll learn to enrich your games by implementing network
connectivity and employing scripting. You will learn about Qt's
capabilities for handling strings and files, data storage, and
serialization. Moving on, you will learn about the new Qt Gamepad
module and how to add it in your game and then delve into OpenGL
and Vulcan, and how it can be used in Qt applications to implement
hardware-accelerated 2D and 3D graphics. You will then explore
various facets of Qt Quick: how it can be used in games to add game
logic, add game physics, and build astonishing UIs for your games.
By the end of this book, you will have developed the skillset to
develop interesting games with Qt. What you will learn Install the
latest version of Qt on your system Understand the basic concepts
of every Qt game and application Develop 2D object-oriented
graphics using Qt Graphics View Build multiplayer games or add a
chat function to your games with Qt Network module Script your game
with Qt QML Explore the Qt Gamepad module in order to integrate
gamepad support in C++ and QML applications Program
resolution-independent and fluid UIs using QML and Qt Quick Control
your game flow in line with mobile device sensors Test and debug
your game easily with Qt Creator and Qt Test Who this book is forIf
you want to create great graphical user interfaces and astonishing
games with Qt, this book is ideal for you. No previous knowledge of
Qt is required; however knowledge of C++ is mandatory.
Create your own augmented reality games from scratch with Unity 5
About This Book * Create your own augmented reality game from
scratch and join the virtual reality gaming revolution * Use the
latest Unity 5 VR SDK to create pro-level AR games like Pokemon Go
* Innovate and explore the latest and most promising trend of AR
gaming in the mobile gaming industry Who This Book Is For This book
is for those who have a basic knowledge of game development
techniques, but no previous knowledge of Unity is required. Some
basic programming knowledge would be desirable, but the book is an
introduction to the topic. The book is also suitable for
experienced developers new to GIS or GPS development. What You Will
Learn * Build a location-based augmented reality game called Foodie
Go * Animate a player's avatar on a map * Use the mobile device's
camera as a game background * Implement database persistence with
SQLLite4Unity3D to carry inventory items across game sessions *
Create basic UI elements for the game, inventory, menu, and
settings * Perform location and content searches against the Google
Places API * Enhance the game's mood by adding visual shader
effects * Extend the game by adding multiplayer networking and
other enhancements In Detail The heyday of location-based augmented
reality games is upon us. They have been around for a few years,
but the release of Pokemon Go was a gamechanger that catalyzed the
market and led to a massive surge in demand. Now is the time for
novice and experienced developers alike to turn their good ideas
into augmented reality (AR) mobile games and meet this demand! If
you are keen to develop virtual reality games with the latest Unity
5 toolkit, then this is the book for you. The genre of
location-based AR games introduces a new platform and technical
challenges, but this book will help simplify those challenges and
show how to maximize your game audience. This book will take you on
a journey through building a location-based AR game that addresses
the core technical concepts: GIS fundamentals, mobile device GPS,
mapping, map textures in Unity, mobile device camera, camera
textures in Unity, accessing location-based services, and other
useful Unity tips. The technical material also discusses what is
necessary for further development to create a multiplayer version
of the game. At the end, you will be presented with troubleshooting
techniques in case you get into trouble and need a little help.
Style and approach This book shows you how to create every step of
the game and gives practical examples.
Design accessible and creative games across genres, platforms, and
development realities Key Features Implement the skills and
techniques required to work in a professional studio Ace the core
principles and processes of level design, world building, and
storytelling Design interactive characters that animate the gaming
world Book DescriptionIf you are looking for an up-to-date and
highly applicable guide to game design, then you have come to the
right place! Immerse yourself in the fundamentals of game design
with this book, written by two highly experienced industry
professionals to share their profound insights as well as give
valuable advice on creating games across genres and development
platforms. Practical Game Design covers the basics of game design
one piece at a time. Starting with learning how to conceptualize a
game idea and present it to the development team, you will
gradually move on to devising a design plan for the whole project
and adapting solutions from other games. You will also discover how
to produce original game mechanics without relying on existing
reference material, and test and eliminate anticipated design
risks. You will then design elements that compose the playtime of a
game, followed by making game mechanics, content, and interface
accessible to all players. You will also find out how to
simultaneously ensure that the gameplay mechanics and content are
working as intended. As the book reaches its final chapters, you
will learn to wrap up a game ahead of its release date, work
through the different challenges of designing free-to-play games,
and understand how to significantly improve their quality through
iteration, polishing and playtesting. What you will learn Define
the scope and structure of a game project Conceptualize a game idea
and present it to others Design gameplay systems and communicate
them clearly and thoroughly Build and validate engaging game
mechanics Design successful business models and prepare your games
for live operations Master the principles behind level design,
worldbuilding and storytelling Improve the quality of a game by
playtesting and polishing it Who this book is forWhether you are a
student eager to design a game or a junior game designer looking
for your first role as a professional, this book will help you with
the fundamentals of game design. By focusing on best practices and
a pragmatic approach, Practical Game Design provides insights into
the arts and crafts from two senior game designers that will
interest more seasoned professionals in the game industry.
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