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Index
Title Page Copyright Page Dedication Contents at a Glance Contents Foreword Preface Acknowledgments About the Author Part I Game Design and Paper Prototyping
1 Thinking Like a Designer
You Are a Game Designer Bartok: A Game Exercise The Definition of Game Summary
2 Game Analysis Frameworks
Common Frameworks for Ludology MDA: Mechanics, Dynamics, and Aesthetics Formal, Dramatic, and Dynamic Elements The Elemental Tetrad Summary
3 The Layered Tetrad
The Inscribed Layer The Dynamic Layer The Cultural Layer The Responsibility of the Designer Summary
4 The Inscribed Layer
Inscribed Mechanics Inscribed Aesthetics Inscribed Narrative Inscribed Technology Summary
5 The Dynamic Layer
The Role of the Player Emergence Dynamic Mechanics Dynamic Aesthetics Dynamic Narrative Dynamic Technology Summary
6 The Cultural Layer
Beyond Play Cultural Mechanics Cultural Aesthetics Cultural Narrative Cultural Technology Authorized Transmedia Are Not Part of the Cultural Layer Summary
7 Acting Like a Designer
Iterative Design Innovation Brainstorming and Ideation Changing Your Mind Scoping Summary
8 Design Goals
Design Goals: An Incomplete List Designer-Centric Goals Player-Centric Goals Summary
9 Paper Prototyping
The Benefits of Paper Prototypes Paper Prototyping Tools Paper Prototyping for Interfaces An Example Paper Prototype Best Uses for Paper Prototyping Poor Uses for Paper Prototyping Summary
10 Game Testing
Why Playtest? Being a Great Playtester Yourself The Circles of Playtesters Methods of Playtesting Other Important Types of Testing Summary
11 Math and Game Balance
The Meaning of Game Balance The Importance of Spreadsheets The Choice of Google Sheets for This Book Examining Dice Probability with Sheets The Math of Probability Randomizer Technologies in Paper Games Weighted Distributions Permutations Using Sheets to Balance Weapons Positive and Negative Feedback Summary
12 Guiding the Player
Direct Guidance Four Methods of Direct Guidance Indirect Guidance Seven Methods of Indirect Guidance Teaching New Skills and Concepts Summary
13 Puzzle Design
Scott Kim on Puzzle Design Puzzle Examples in Action Games Summary
14 The Agile Mentality
The Manifesto for Agile Software Development Scrum Methodology Burndown Chart Example Creating Your Own Burndown Charts Summary
15 The Digital Game Industry
About the Game Industry Game Education Getting Into the Industry Don't Wait to Start Making Games! Summary
Part II Digital Prototyping
16 Thinking in Digital Systems
Systems Thinking in Board Games An Exercise in Simple Instructions Game Analysis: Apple Picker Summary
17 Introducing the Unity Development Environment
Downloading Unity Introducing Our Development Environment Launching Unity for the First Time The Example Project Setting Up the Unity Window Layout Learning Your Way Around Unity Summary
18 Introducing Our Language: C#
Understanding the Features of C# Reading and Understanding C# Syntax Summary
19 Hello World: Your First Program
Creating a New Project Making a New C# Script Making Things More Interesting Summary
20 Variables and Components
Introducing Variables Strongly Typed Variables in C# Important C# Variable Types The Scope of Variables Naming Conventions Important Unity Variable Types Unity GameObjects and Components Summary
21 Boolean Operations and Conditionals
Booleans Comparison Operators Conditional Statements Summary
22 Loops
Types of Loops Set Up a Project while Loops do...while Loops for Loops foreach Loops Jump Statements within Loops Summary
23 Collections in C#
C# Collections Using Generic Collections List Dictionary Array Multidimensional Arrays Jagged Arrays Whether to Use Array or List Summary
24 Functions and Parameters
Setting Up the Function Examples Project Definition of a Function Function Parameters and Arguments Returning Values Proper Function Names Why Use Functions? Function Overloading Optional Parameters The params Keyword Recursive Functions Summary
25 Debugging
Getting Started with Debugging Stepping Through Code with the Debugger Summary
26 Classes
Understanding Classes Class Inheritance Summary
27 Object-Oriented Thinking
The Object-Oriented Metaphor An Object-Oriented Boids Implementation Summary
Part III Game Prototype Examples and Tutorials
28 Prototype 1: Apple Picker
The Purpose of a Digital Prototype Preparing Coding the Apple Picker Prototype GUI and Game Management Summary
29 Prototype 2: Mission Demolition
Getting Started: Prototype 2 Game Prototype Concept Art Assets Coding the Prototype Summary
30 Prototype 3: Space SHMUP
Getting Started: Prototype 3 Setting the Scene Making the Hero Ship Adding Some Enemies Spawning Enemies at Random Setting Tags, Layers, and Physics Making the Enemies Damage the Player Restarting the Game Shooting (Finally) Summary
31 Prototype 3.5: Space SHMUP Plus
Getting Started: Prototype 3.5 Programming Other Enemies Shooting Revisited Showing Enemy Damage Adding Power-Ups and Boosting Weapons Making Enemies Drop Power-Ups Enemy_4—A More Complex Enemy Adding a Scrolling Starfield Background Summary
32 Prototype 4: Prospector Solitaire
Getting Started: Prototype 4 Build Settings Importing Images as Sprites Constructing Cards from Sprites The Prospector Game Implementing Prospector in Code Implementing Game Logic Adding Scoring to Prospector Adding Some Art to the Game Summary
33 Prototype 5: Bartok
Getting Started: Prototype 5 Build Settings Coding Bartok Building for WebGL Summary
34 Prototype 6: Word Game
Getting Started: Prototype 6 About the Word Game Parsing the Word List Setting Up the Game Laying Out the Screen Adding Interactivity Adding Scoring Adding Animation to Letters Adding Color Summary
35 Prototype 7: Dungeon Delver
Dungeon Delver—Game Overview Getting Started: Prototype 7 Setting Up the Cameras Understanding the Dungeon Data Adding the Hero Giving Dray an Attack Animation Dray's Sword Enemy: Skeletos The InRoom Script Per-Tile Collision Aligning to the Grid Moving from Room to Room Making the Camera Follow Dray Unlocking Doors Adding GUI to Track Key Count and Health Enabling Enemies to Damage Dray Making Dray's Attack Damage Enemies Picking Up Items Enemies Dropping Items on Death Implementing a Grappler Implementing a New Dungeon—The Hat The Delver Level Editor Summary
Part IV Appendices Appendix A Standard Project Setup Procedure Appendix B Useful Concepts Appendix C Online Reference Index Code Snippets
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