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2017 | Buch

Mostly Codeless Game Development

New School Game Engines

insite
SUCHEN

Über dieses Buch

Get a head start in your game development career with this all-genre guide for absolute beginners. Whether you're into action games, role-playing games, or interactive fiction, we've got you covered. Mostly Codeless Game Development empowers new developers with little or no previous programming experience and explores all major areas of game development in a succinct, entertaining fashion.
Have you dreamed of making your own video game? Do you find the prospect daunting? Fear not. A new generation of game engines has emerged. Lengthy and complicated feats of programming are largely a thing of the past in video game development. To create commercially viable games you simply need the right tools, many of which are discussed in this book. A gigantic software team isn't a must-have prerequisite for success. The one-person operation is back.
What You Will Learn Master the concepts and jargon used in game creation for the beginner
Find the best game development suite for your project
Make the most out of related graphics and audio production software
Discover video game marketing essentials

Who This Book Is For
People with no programming experience who desire a career in the video game industry as producers or independent, single-person developers.

Inhaltsverzeichnis

Frontmatter
Chapter 1. Getting Ready!
Abstract
Formulas can be written to analyze, compare, concatenate, condense, convert, expand, format, parse, replace, or summarize any of FileMaker’s supported data types. They can range in size from a simple mathematical equation to an extremely complex collection of interrelated expressions and nested logical clauses. The only limitation is that a single formula cannot exceed FileMaker's limit of 30,000 characters.
Robert Ciesla
Chapter 2. Game Engine Museum
Abstract
History is a gallery of pictures in which there are few originals and many copies.
Robert Ciesla
Chapter 3. A Game Maker’s Lexicon: Level 1
Abstract
Before moving into the territory of game-making software, you should have a grasp of the basic terms of the trade. By understanding the meanings behind these concepts, you can make a more useful comparison of the software packages available. Also, you’ll get more out of game-related forums and conversations.
Robert Ciesla
Chapter 4. Commercial Game Engines
Abstract
A game engine is simply a set of tools that allows for rapid development of video games. By incorporating (ideally original) audiovisual resources and game logic, even a single developer can come up with impressive results in a relatively short span of time. Many game engines use a fully graphical interface and require very little, if any, programming to get things moving. Most game engines are dedicated to either 2D or 3D development, although with the newer ones (e.g., Unity), the line is getting quite blurry.
Robert Ciesla
Chapter 5. Freeware Game Engines
Abstract
The quality of free game creation software is surprisingly high. Many engines in this chapter actually represent a hybrid business model, offering a free, fully functional version of the system and also a paid version with additional functionality.
Robert Ciesla
Chapter 6. Audiovisual Assets
Abstract
Most of the time video games are audiovisually engaging. Good old-fashioned text adventures, while they are still played by many, speak to only a handful of potential customers. This means a developer must know his or her way around at least some basic audiovisual terms, which are presented next. First, I’ll take on some core audio concepts followed by a look at current audio-editing software. Then, I’ll do the same for graphics.
Robert Ciesla
Chapter 7. Selling Your Game
Abstract
First, there’s the thirst to create. Then, there’s the process of making the game. Finally, the third (and perhaps the most unintuitive) act is selling that game. Let’s take a look at what you need to know about the business by the time you’re ready to go pro in games development.
Robert Ciesla
Chapter 8. Knowing Your Old-School Games
Abstract
The challenge of history is to recover the past and introduce it to the present.
Robert Ciesla
Chapter 9. Game Developer’s Battle Station
Abstract
Before you install any software, you’ll need the right hardware for it to work on. I’ll now go through the components in modern computer systems and what they mean to the indie developer.
Robert Ciesla
Chapter 10. A Game Maker’s Lexicon: Level 2
Abstract
This chapter aims to further educate you about some concepts crucial to video game making. While this chapter is optional, it is recommended reading for everyone. Remember, the more understanding you have of these concepts, the more fluently you can communicate with people in the industry.
Robert Ciesla
Chapter 11. The Mostly Codeless Challenge
Abstract
You have done well so far, my friend. Only three things remain for you to do.
Robert Ciesla
Backmatter
Metadaten
Titel
Mostly Codeless Game Development
verfasst von
Robert Ciesla
Copyright-Jahr
2017
Verlag
Apress
Electronic ISBN
978-1-4842-2970-5
Print ISBN
978-1-4842-2969-9
DOI
https://doi.org/10.1007/978-1-4842-2970-5