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Books > Computing & IT > Computer software packages > Computer games
Create your first turn-based multiplayer game using GameMaker
Studio 2's built-in networking functions as well as using a simple
NodeJS server. This book introduces you to the complexities of
network programming and communication, where the focus will be on
building the game from the ground up. You will start with a brief
introduction to GameMaker Studio 2 and GML coding before diving
into the essential principles of game design. Following this, you
will go through an introductory section on NodeJS where you will
learn how to create a server and send and receive data from it as
well as integrating it with GameMaker Studio. You will then apply
multiplayer gaming logic to your server and unlock multiplayer game
features such as locating a player, syncing their data, and
recording their session. What You Will Learn Discover the
architecture of GameMaker Studio 2 Add new features to your game
with NodeJS modules Integrate GameMaker Studio 2 with NodeJS Master
GameMaker Studio 2's built-in networking functions Who This Book Is
For GameMaker Studio users who want to understand how the
networking components of GMS 2 work. Basic JavaScript knowledge is
required.
Create a fully featured application that's both sophisticated and
engaging. This book provides a detailed guide in developing
augmented reality games that can take advantage of the advanced
capabilities of new iOS devices and code while also offering
compatibility with still supported legacy devices. No programming
experience is necessary as this book begins on the ground floor
with basic programming concepts in Unity and builds to
incorporating input from the real world to create interactive
realities. You'll learn to program with the Unity 2017 development
platform using C#. Recent announcements of increased AR
capabilities on the latest iPhones and iPads show a clear
dedication on Apple's part to this emerging market of immersive
games and apps. Unity 2017 is the latest version of this industry
leading development platform and C# is a ubiquitous programming
language perfect for any programmer to begin with. Using the latest
development technologies, Beginning iOS AR Game Development will
show you how to program games that interact directly with the real
world environment around the user for creative fantastic augmented
reality experiences. What You'll Learn Download assets from the
Unity store Create a scene in Unity 2017 Use physics and controls
on mobile devices Who This Book Is For Beginner programmers and/or
people new to developing games using Unity. It also serves as a
great introduction to developing AR games and educators teaching
the subject at high school or higher levels.
Packed with intricate line drawings from the Assassin's Creed games
and comics, this stunning colouring book gives fans the opportunity
to colour their way through over eighty pages of Assassins. With
complex designs inspired by the Jackdaw, the Notre Dame Cathedral
from Assassin's Creed: Unity, and the castle of Masyaf from
Assassin's Creed: Revelations, this colouring book offers hundreds
of locations to fill with colour. Creative and imaginative, this
incredible book is the perfect gift for fans of all ages.
If you're new to C++ but understand some basic programming, then
Learn C++ for Game Development lays the foundation for the C++
language and API that you'll need to build game apps and
applications. Learn C++ for Game Development will show you how to:
Master C++ features such as variables, pointers, flow controls,
functions, I/O, classes, exceptions, templates, and the Standard
Template Library (STL) Use design patterns to simplify your coding
and make more powerful games Manage memory efficiently to get the
most out of your creativity Load and save games using file I/O, so
that your users are never disappointed Most of today's popular
console and PC game platforms use C++ in their SDKs. Even the
Android NDK and now the iOS SDK allow for C++; so C++ is growing in
use for today's mobile game apps. Game apps using C++ become much
more robust, better looking, more dynamic, and better performing.
After reading this book, you'll have the skills to become a
successful and profitable game app or applications developer in
today's increasingly competitive indie game marketplace. The next
stage is to take the foundation from this book and explore SDKs
such as Android/Ouya, PlayStation, Wii, Nintendo DS, DirectX,
Unity3D, and GameMaker Studio to make your career really take off.
Quickly emerging from the fast-paced growth of mobile
communications and wireless technologies, pervasive games take
gaming away from the computer screen and back to the
three-dimensional world. Now games can be designed to be played in
public spaces like shopping malls, conferences, museums and other
non-traditional game venues. Game designers need to understand how
to use the world as a gamespace-and both the challenges and
advantages of doing so. This book shows how to change the face of
play-who plays, when and where they play and what that play means
to all involved. The authors explore aspects of pervasive games
that concern game designers: what makes these games compelling,
what makes them possible today and how they are made. For game
researchers, it provides a solid theoretical, philosophical and
aesthetic understanding of the genre. Pervasive Games covers
everything from theory and design to history and marketing.
How game designers can use the psychological phenomenon of loss
aversion to shape player experience. Getting something makes you
feel good, and losing something makes you feel bad. But losing
something makes you feel worse than getting the same thing makes
you feel good. So finding $10 is a thrill; losing $10 is a tragedy.
On an "intensity of feeling" scale, loss is more intense than gain.
This is the core psychological concept of loss aversion, and in
this book game creator Geoffrey Engelstein explains, with examples
from both tabletop and video games, how it can be a tool in game
design. Loss aversion is a profound aspect of human psychology, and
directly relevant to game design; it is a tool the game designer
can use to elicit particular emotions in players. Engelstein
connects the psychology of loss aversion to a range of phenomena
related to games, exploring, for example, the endowment effect-why,
when an object is ours, it gains value over an equivalent object
that is not ours-as seen in the Weighted Companion Cube in the game
Portal; the framing of gains and losses to manipulate player
emotions; Deal or No Deal's use of the utility theory; and regret
and competence as motivations, seen in the context of legacy games.
Finally, Engelstein examines the approach to Loss Aversion in three
games by Uwe Rosenberg, charting the designer's increasing mastery.
Beginning 3D Game Development with Unity 4 is perfect for those who
would like to come to grips with programming Unity. You may be an
artist who has learned 3D tools such as 3ds Max, Maya, or Cinema
4D, or you may come from 2D tools such as Photoshop and
Illustrator. On the other hand, you may just want to familiarize
yourself with programming games and the latest ideas in game
production. This book introduces key game production concepts in an
artist-friendly way, and rapidly teaches the basic scripting skills
you'll need with Unity. It goes on to show how you, as an
independent game artist, can create interactive games, ideal in
scope for today's casual and mobile markets, while also giving you
a firm foundation in game logic and design. The first part of the
book explains the logic involved in game interaction, and soon has
you creating game assets through simple examples that you can build
upon and gradually expand. In the second part, you'll build the
foundations of a point-and-click style first-person adventure
game-including reusable state management scripts, dialogue trees
for character interaction, load/save functionality, a robust
inventory system, and a bonus feature: a dynamically configured
maze and mini-map. With the help of the provided 2D and 3D content,
you'll learn to evaluate and deal with challenges in bite-sized
pieces as the project progresses, gaining valuable problem-solving
skills in interactive design. By the end of the book, you will be
able to actively use the Unity 3D game engine, having learned the
necessary workflows to utilize your own assets. You will also have
an assortment of reusable scripts and art assets with which to
build future games.
TEST YOUR BATTLE ROYALE BRAIN! Fancy facing a full-on Fortnite
trivia test? If you're clued up on Outfits, emotes, seasons, LTMs,
locations, weapons, and everything else Battle Royale-related, then
the Official Fortnite: The Ultimate Trivia Book is perfect for you!
The 350 questions are split into Common, Uncommon, Rare, Epic, and
Legendary sections to push you to the limit. Accept the challenge,
because it's time to take your Fortnite trivia knowledge to the
next level. The vast range of exciting multiple-choice and visual
questions will have you scratching your head, but whether you're an
experienced Battle Royaler or new to the island, you can take on
the quiz quest and see what you score. Your Fortnite trivia test
starts here - good luck!
Dress to impress! The Outfit you rock when you drop from the Battle
Bus makes a big statement about who you are. This all-new official
collectors' edition from Epic Games showcases the most exciting
looks that have appeared in the latest seasons. Whether your choice
of Outfit is fresh, fun, or fearsome, you'll find the style that's
right for you here. KNOWLEDGE IS POWER Get the lowdown to your look
with top tips, stats, and facts. COOL CUSTOMIZING Check out the
hottest Gliders, Back Bling, and Pets from Fortnite Chapter 2 GET
THE GEAR Psych out your enemies with the best new Outfits - which
will you be adding to YOUR locker?
This engaging book presents the essential mathematics needed to
describe, simulate, and render a 3D world. Reflecting both academic
and in-the-trenches practical experience, the authors teach you how
to describe objects and their positions, orientations, and
trajectories in 3D using mathematics. The text provides an
introduction to mathematics for game designers, including the
fundamentals of coordinate spaces, vectors, and matrices. It also
covers orientation in three dimensions, calculus and dynamics,
graphics, and parametric curves.
UDON Entertainment is back with an all-new classy compilation of
the creative studio's Capcom artwork! This prestigous 300-page
hardcover volume gathers UDON's artists' renditions of the casts of
Street Fighter, Mega Man, Darkstalkers, and other classic Capcom
franchises. Included are comic covers, video game endings,
promotional art, costume designs, tribute art, and much more!
Master the most important skills and techniques you need to know
for professional HTML5 and JavaScript 2D game development. This
book delves into many of the great classic techniques of video game
design. You'll discover how to develop games and game levels using
Tiled Editor, how to implement tile-based collision, how to design
advanced pathfinding and enemy AI systems, the fundamentals of
broad-phase collision, and how to make isometric games. All the
techniques and supporting code are explained in an
easy-to-understand manner and written in a general way so that they
can be applied to any game engine or technology that you're
comfortable using. You'll find detailed working examples, with
dozens of illustrations and many concepts you can freely apply to
your own projects. All the math and programming techniques are
elaborately explained and examples are open-ended to encourage you
to think of original ways to use these techniques in your own
games. You can use what you learn in this book as the basis for
making games for desktops, mobile phones, tablets, or the Web. The
Advanced Game Developer's Toolkit is a great next step if you
already have some JavaScript game-making- experience, or a great
continuation if you've already read Advanced Game Design with HTML5
and JavaScript by the same author. What You'll Learn Work with
advanced tile-based design techniques for puzzle, platform and maze
games Use Tiled Editor to build game worlds Build path-finding and
AI systems using Line of Sight and A* (A-Star) Make isometric games
Manage complexity to build games of any size that scale seamlessly
Who This Book Is For Video game developers with some experience who
want to learn the essential techniques they need to know to take
their skills to the next level and for readers who want to
understand and fine-tune every line of code they write, without
resorting to quick fixes.
Design and create video games using Construct 2. No prior
experience is required.Game Development with Construct 2 teaches
you to create 12 different game projects from a variety of genres,
including car racing and tower defense to platformer and
action-adventure. The software is user friendly and powerful, and
the games you create can be exported to run on the web, desktop
computers, and smartphones. What You'll Learn Create complete
functional games using the Construct 2 game engine Understand
general logical structures underlying video game programs Use
practical game design advice (such as visual feedback and gameplay
balancing) Understand programming concepts useful throughout
computer science Who This Book Is For Middle school and high school
students with no prior programming knowledge, and only minimal
mathematical knowledge (graphing (x,y) coordinates, measuring
angles, and applying formulas)
Learn the psychological constrictions of attention, perception,
memory, disposition, motivation, and social influence that
determine whether customers will be receptive to your digital
innovations. Bottlenecks: Aligning UX Design with User Psychology
fills a need for entrepreneurs, designers, and marketing
professionals in the application of foundational psychology to
user-experience design. The first generation of books on the topic
focused on web pages and cognitive psychology. This book covers
apps, social media, in-car infotainment, and multiplayer video
games, and it explores the crucial roles played by behaviorism,
development, personality, and social psychology. Author David Evans
is an experimental psychology Ph.D. and senior manager of consumer
research at Microsoft who recounts high-stakes case studies in
which behavioral theory aligned digital designs with the
bottlenecks in human nature to the benefit of users and businesses
alike. Innova tors in design and students of psychology will learn:
The psychological processes determining users' perception of,
engagement with, and recommendation of digital innovations Examples
of interfaces before and after simple psychological alignments that
vastly enhanced their effectiveness Strategies for marketing and
product development in an age of social media and behavioral
targeting Hypotheses for research that both academics and
enterprises can perform to better meet users' needs Who This Book
Is For Designers and entrepreneurs will use this book to give their
innovations an edge on what are increasingly competitive platforms
such as apps, bots, in-car apps, augmented reality content.
Usability researchers and market researchers will leverage it to
enhance their consulting and reporting. Students and lecturers in
psychology departments will want it to help land employment in the
private sector. Praise "Bottlenecks' is a tight and eminently
actionable read for business leaders in startups and enterprises
alike. Evans gives us a rich sense of key psychological processes
and even richer examples of them in action." - Nir Eyal, Author of
Hooked: How to Build Habit-Forming Products "Clients frequently ask
our UX researchers and designers for deeper truths about why
certain designs work and others fail. Bottlenecks offers practical
explanations and evidence based on the idea that human cognition
did not begin with the digital age." - John Dirks, UX Director and
Partner, Blink UX "Bottlenecks brings together two very important
aspects of user experience design: understanding users and
translating this into business impact. A must-read for anyone who
wants to learn both." - Josh Lamar, Sr. UX Lead, Microsoft Outlook
Go through the steps necessary to create high-speed 2D retro-style
games. This easy-to-read-and-follow one of a kind book on BlitzMax
game programming also covers some 3D programming. BlitzMax for
Absolute Beginners includes game application projects such as The
Great Escape, Tank Attack, and Paratrooper. These will help you
build your skills as you go. Have you ever wanted to program your
own computer game? Never felt you could? Well, now you can. What
You'll Learn Program computer games from scratch with BlitzMax
Produce high-quality arcade games with sound and graphics Utilize
the power of OpenGL to create fantastic 3D effects Who This Book Is
For Those new to game programming and those new to BlitzMax.
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Games and Learning Alliance
- 5th International Conference, GALA 2016, Utrecht, The Netherlands, December 5-7, 2016, Proceedings
(Paperback, 1st ed. 2016)
Rosa Bottino, Johan Jeuring, Remco C. Veltkamp
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R1,613
Discovery Miles 16 130
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Ships in 10 - 15 working days
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This book constitutes the refereed proceedings of the 5th
International Conference on Games and Learning Alliance, GALA 2016,
held in Utrecht, The Netherlands, in December 2016. The 27 revised
regular papers presented together with 14 poster papers were
carefully reviewed and selected from 55 submissions. The papers
cover topics such as games and sustainability; games for math and
programming; games and health; games and soft skills; games and
management; games and learning; game development and assessment;
and mobile games.
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Entertainment Computing and Serious Games
- International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers
(Paperback, 1st ed. 2016)
Ralf Doerner, Stefan Goebel, Michael Kickmeier-Rust, Maic Masuch, Katharina Zweig
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R3,211
Discovery Miles 32 110
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The aim of this book is to collect and to cluster research areas in
the field of serious games and entertainment computing. It provides
an introduction and gives guidance for the next generation of
researchers in this field. The 18 papers presented in this volume,
together with an introduction, are the outcome of a GI-Dagstuhl
seminar which was held at Schloss Dagstuhl in July 2015.
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Serious Games
- Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26-27, 2016, Proceedings
(Paperback, 1st ed. 2016)
Tim Marsh, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge, Stefan Goebel
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R2,542
Discovery Miles 25 420
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This book constitutes the proceedings of the Second Joint
International Conference on Serious Games, JCSG 2016, held in
Brisbane, QLD, Australia, in September 2016. This conference
bundles the activities of the International Conference on Serious
Games Development and Applications, SGDA, and the Conference on
Serious Games, GameDays. The total of 36 full papers and 5 short
papers was carefully reviewed and selected from numerous
submissions. The papers were organized in topical sections named:
health, well-being and accessibility; education, learning and
training; science, nature and heritage; design, development and
analysis; poster papers; exhibits.
This textbook provides an introduction to the fundamentals of
serious games, which differ considerably from computer games that
are meant for pure entertainment. Undergraduate and graduate
students from various disciplines who want to learn about serious
games are one target group of this book. Prospective developers of
serious games are another, as they can use the book for self-study
in order to learn about the distinctive features of serious game
design and development. And ultimately, the book also addresses
prospective users of serious game technologies by providing them
with a solid basis for judging the advantages and limitations of
serious games in different application areas such as game-based
learning, training and simulation or games for health. To cater to
this heterogeneous readership and wide range of interests, every
effort was made to make the book flexible to use. All readers are
expected to study Chapter 1, as it provides the necessary basics
and terminology that will be used in all subsequent chapters. The
eleven chapters that follow cover the creation of serious games
(design, authoring processes and tools, content production), the
runtime context of serious games (game engines, adaptation
mechanisms, game balancing, game mastering, multi-player serious
games), the effects of serious games and their evaluation (player
experience, assessment techniques, performance indicators), and
serious games in practice (economic aspects, cost-benefit analysis,
serious game distribution). To familiarize the readers with best
practice in this field, the final chapter presents more than 30
selected examples of serious games illustrating their
characteristics and showcasing their practical use. Lecturers can
select chapters in a sequence that is most suitable for their
specific course or seminar. The book includes specific suggestions
for courses such as "Introduction to Serious Games", "Entertainment
Technology", "Serious Game Design", "Game-based Learning", and
"Applications of Serious Games".
This book constitutes the refereed proceedings of the 4th
International Conference on Games and Learning Alliance, GALA 2015,
held in Rome, Italy, in December 2015. The 33 revised full papers
and 15 short papers presented were carefully reviewed and selected
from 102 submissions. The papers presented cover a variety of
aspects and knowledge fields. They are grouped around the following
topics: games for health, games for mobility, pervasive gaming and
urban mobility.
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