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Books > Computing & IT > Computer software packages > Computer games
Albion unveiled! Set off on a behind-the-scenes journey that delves
deep into the design of the much anticipated Fable Legends.
Featuring pages of high-quality concept art from Lionhead Studios,
showcasing sketches, evolutions, renders, and more for each of the
heroes, villains, creatures, and locations found throughout the
game. Accompanied by exclusive developer interviews, this book is a
must for any wandering hero - or malevolent villain...
Things just got serious! Fortnite-obsessed Tyler is going for gold
in the local Fortnite tournament. But he's got a lot of real life
drama to deal with - crazy best friends, girl trouble and prying
parents. Plus who's the mystery rival squad online... and why do
they seem so familiar? Readers will learn all-new Fortnite tips,
tricks and secrets along with Tyler, while reading about his
hilarious adventures in the game and at school. Original
illustrations and easy-to-read text make this the ideal book for
Fortnite-obsessed reluctant readers and fans of Diary of a Wimpy
Kid and Tom Gates. Book three in a series, this independent and
unofficial chapter book combines an accessible Fortnite play guide
with the laugh-out-loud story of Tyler's quest for gaming glory.
OpTic Gaming, the four-time Call of Duty Major League Gaming
Champions and one of the top eSports teams in the world, now takes
fans behind the controller-into the game and the minds of the
greatest gamers in the world-in this fascinating and unique memoir
and insider guide. Emerging on the scene in 2006, OpTic Gaming has
dominated the Call of Duty e-sports arena, thanks to the talents of
legendary players such as Matt "NaDeSHoT" Haag, the biggest eSports
personality on earth; Seth "Scump" Abner, the best Call of Duty
player in the world; Midnite, one of the first girl gamers to rise
to stardom on YouTube; and Hector "H3CZ" Rodriguez, the team
founder and CEO. With over 14 million followers across social
platforms like Twitter, Facebook and YouTube, no other team of
players in eSports can match OpTic's popularity or ability to bring
fans into the game. Now, these remarkable players have collaborated
to produce this one-of-a-kind book. In OpTic Gaming, they candidly
share their story of becoming Call of Duty's global royalty-ESPN
XGAMES, MLG, ESWC and GFINITY champions-laying bare their lives,
exploring what it takes to make it in professional gaming, and
speaking honestly about the consequences of their newfound fame.
These best-of-the-best take you behind the controller, offering
insights, knowledge, and strategies to help you improve your shot,
master the most complex maps, and conquer the game with the
ultimate weapons. Going beyond their number-one game, the team also
discusses the rest of their lineups and how to become a champion in
any arena. Revealing their go-to strategies, best missions, and
favorite challenges, OpTic Gaming brings fans closer to these
wildly popular professional gamers more than ever before.
Understanding Video Game Music develops a musicology of video game
music by providing methods and concepts for understanding music in
this medium. From the practicalities of investigating the video
game as a musical source to the critical perspectives on game music
- using examples including Final Fantasy VII, Monkey Island 2, SSX
Tricky and Silent Hill - these explorations not only illuminate
aspects of game music, but also provide conceptual ideas valuable
for future analysis. Music is not a redundant echo of other textual
levels of the game, but central to the experience of interacting
with video games. As the author likes to describe it, this book is
about music for racing a rally car, music for evading zombies,
music for dancing, music for solving puzzles, music for saving the
Earth from aliens, music for managing a city, music for being a
hero; in short, it is about music for playing.
This book constitutes the refereed proceedings of the Third
International Conference on Games and Learning Alliance, GALA 2014,
held in Bucharest, Romania, in July 2014. The 15 revised papers
presented were carefully reviewed and selected from 26 submissions.
The papers presented cover a variety of aspects and knowledge
fields. They are grouped into four sessions: pedagogy, technology,
design, and applications.
Your essential guide to Fortnite, the biggest game of the year,
combining info on Battle Royale and Save the World modes into the
ultimate one-stop winner's manual. Inside, there are crucial combat
tips, Save the World survival advice, building instructions and
tons of Battle Royale secrets, plus loads of stunning screenshots.
It's everything you need to be the last one standing! * Combat
essentials section, all about weapons, tactics and sneaky tricks. *
Dedicated sections on how to create the deadliest traps
andstructures. * Profiles of the best tools and weapons, and where
to find them. * Suitable for complete beginners, but full of
advanced info, too. * Special tips encourage co-operative play with
info on communication.
Understand real-world game development concepts using JavaFX game
engine called FXGL. The core focus of the book is on developing a
standalone game or application with FXGL. We will start with an
overview of the book followed by requisite concepts from Java and
JavaFX that will be used throughout this book. Next, we will learn
about the FXGL game engine and its wide range of real-world game
development techniques. In the following chapter, we learn about
entity-component model used in FXGL to create a powerful
abstraction of the game world. The next chapter builds on this,
where we develop a platformer game using the physics engine and a
popular external tool called Tiled. An important concept of games
AI is covered in the following chapter. Visually complex features
related to graphics and rendering as well as UI elements and
animation system in FXGL will be discussed in the next chapter. The
following chapter is dedicated to non-game applications that can be
developed using FXGL. The last two chapters cover packaging and
deployment of JavaFX and FXGL applications and discussion on future
projects. The key take-away skill from this book is the ability to
develop professional-level applications and games with FXGL. During
the course of this book, you will have produced a range of
cross-platform applications and games using FXGL, reinforcing the
game development concepts covered throughout. What You Will Learn*
Understand use of advanced Java and JavaFX concepts * Learn about
real-world game development concepts in a general-purpose
programming language* Master professional cross-platform, desktop
and mobile, games using the FXGL game engine Who Is This Book
ForThis book is for beginners in Java and/or JavaFX who wish to
develop apps and games with FXGL, while improving Java and JavaFX
skills.
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.
Learn the fundamentals of networking with Unity and C#. This book
covers a variety of topics, including accessing data using RESTful
APIs, local networked games, and creating multiplayer online games
using client-server architecture. The book provides the basics of
networking, sockets, TCP vs. UDP, client-server architecture,
serialization, RESTful APIs, network latency, and client-side
prediction. Projects are presented to illustrate the concepts,
including a chat client/server overlay for your game, and a 3D maze
game that allows up to four players to connect over the network. By
the end of the book, you will be familiar with low-level networking
concepts such as protocols and architecture as well as high-level
knowledge on how to create applications that use a client/server
architecture for multiplayer games. What You Will Learn Know the
difference between TCP and UDP, and the pros and cons of these
protocols Create client-server multiplayer games in Unity using C#
Receive and process data from a remote server using RESTful APIs
Understand latency and how to mitigate its impact Who This Book Is
For Readers familiar with Unity and C# development who want to
create multiplayer games
The final chapter of Persona 3! Nyx's influence is breaking down
the barrier between the Dark Hour and reality. Only the Specialized
Extracurricular Execution Squad stand in the way of the end of
everything.
Solve your programming woes in Unity with practical design
propositions Key Features Gain a comprehensive overview of Unity
engine architecture and coding model Build a complete racing game
using software design patterns and understand how to implement them
in Unity Download the source code of the complete prototype
demonstrating each of the software patterns used Book
DescriptionThis book is written for every game developer ready to
tackle the bigger picture and start working with advanced
programming techniques and design patterns in Unity. Game
Development Patterns with Unity 2021 is an introduction to the core
principles of reusable software patterns and how to employ them to
build components efficiently. In this second edition, you'll tackle
design patterns with the help of a practical example; a playable
racing game prototype where you'll get to apply all your newfound
knowledge. Notable updates also include a game design document
(GDD), a Unity programming primer, and the downloadable source code
of a complete prototype. Your journey will start by learning about
overall design of the core game mechanics and systems. You'll
discover tried-and-tested software patterns to code essential
components of a game in a structured manner, and start using
classic design patterns to utilize Unity's unique API features. As
you progress, you'll also identify the negative impacts of bad
architectural decisions and understand how to overcome them with
simple but effective practices. By the end of this Unity book, the
way you develop Unity games will change - you'll adapt a more
structured, scalable, and optimized process that will help you take
the next step in your career. What you will learn Structure
professional Unity code using industry-standard development
patterns Identify the right patterns for implementing specific game
mechanics or features Develop configurable core game mechanics and
ingredients that can be modified without writing a single line of
code Review practical object-oriented programming (OOP) techniques
and learn how they're used in the context of a Unity project Build
unique game development systems such as a level editor Explore ways
to adapt traditional design patterns for use with the Unity API Who
this book is forThis book is for Unity game developers who want to
learn industry standards for building Unity games. Knowledge of the
Unity game engine and programming in the C# language is a must, so
if you're a beginner, try our Learning C# by Developing Games with
Unity 2021 handbook instead.
Now in its third edition, the classic book on game design has been
completely revised to include the latest developments in the game
industry. Readers will learn all the fundamentals of concept
development, gameplay design, core mechanics, user interfaces,
storytelling, and balancing. They'll be introduced to designing for
mobile devices and touch screens, as well as for the Kinect and
motion-capture gameplay. They'll learn how indie developers are
pushing the envelope and how new business models such as
free-to-play are influencing design. In an easy-to-follow approach,
Adams offers a first-hand look into the process of designing a
game, from initial concept to final tuning. This in-depth resource
also comes with engaging end-of-chapter exercises, design
worksheets, and case studies.
He is the most dominant fighting game champion in the world. But
before he was Japan's first pro gamer, Daigo was one of many
players battling their way through Japanese arcades during the
golden age of fighting games. Find out how the player became the
legend in DAIGO THE BEAST: UMEHARA FIGHTING GAMERS! In Volume 2: In
the 1990s, the young Daigo is rising above the fray on the
challenging Akihabra arcade beat. But when his singular dedication
to gaming faces the resistance of an unforgiving society, conflict
begins to brew.
Although the number of commercial Java games is still small
compared to those written in C or C++, the market is expanding
rapidly. Recent updates to Java make it faster and easier to create
powerful gaming applications-particularly Java 3D-is fueling an
explosive growth in Java games. Java games like Puzzle Pirates,
Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars,
Law and Order II, Roboforge, Tom Clancy's Politika, and scores of
others have earned awards and become bestsellers.
Java developers new to graphics and game programming, as well as
game developers new to Java 3D, will find "Killer Game Programming
in Java" invaluable. This new book is a practical introduction to
the latest Java graphics and game programming technologies and
techniques. It is the first book to thoroughly cover Java's 3D
capabilities for all types of graphics and game development
projects.
"Killer Game Programming in Java" is a comprehensive guide to
everything you need to know to program cool, testosterone-drenched
Java games. It will give you reusable techniques to create
everything from fast, full-screen action games to multiplayer 3D
games. In addition to the most thorough coverage of Java 3D
available, "Killer Game Programming in Java" also clearly details
the older, better-known 2D APIs, 3D sprites, animated 3D sprites,
first-person shooter programming, sound, fractals, and networked
games. "Killer Game Programming in Java" is a must-have for anyone
who wants to create adrenaline-fueled games in Java.
Beginning Android 4 Games Development offers everything you need to
join the ranks of successful Android game developers. You'll start
with game design fundamentals and programming basics, and then
progress toward creating your own basic game engine and playable
game that works on Android 4.0 and earlier devices. This will give
you everything you need to branch out and write your own Android
games. The potential user base and the wide array of available
high-performance devices makes Android an attractive target for
aspiring game developers. Do you have an awesome idea for the next
break-through mobile gaming title? Beginning Android 4 Games
Development will help you kick-start your project. The book will
guide you through the process of making several example games for
the Android platform, and involves a wide range of topics: The
fundamentals of Android game development targeting Android 1.5-4.0+
devices The Android platform basics to apply those fundamentals in
the context of making a game The design of 2D and 3D games and
their successful implementation on the Android platform
Transnational Play approaches gameplay as a set of practices and a
global industry that includes diverse participation from players
and developers located within the global South, in nations outside
of the First World. Players experience play in game cafes, through
casual games for regional and global causes like environmentalism,
through piracy and cheats, via cultural localization, on their
mobile phones, and through urban playful art in Latin America. This
book offers a reorientation of perspective on the global developers
who make games, as well as the players who consume games, while
still acknowledging geographically distributed socioeconomic,
racial, gender, and other inequities. Over the course of the
inquiry, which includes a chapter dedicated to the cartography of
the mobile augmented reality game Pokemon Go, the author develops a
theoretical line of argument critically informed by gender studies
and intersectionality, postcolonialism, geopolitics, and game
studies, problematizing play as a diverse and contested
transnational domain.
The Fighter, the Sorceress, the Elf, the Wizard, the Amazon, and
the Dwarf. These six heroes have come together to quest for riches,
for glory, and for the honor of the kingdom of Hydeland!(Though
really, it's mostly for the riches...) Join an epic journey through
catacombs, castles, and labyrinths, as the party seeks to retrieve
the most legendary of all relics - the Dragon's Crown!
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