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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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