How game designers practice: data-driven game design

Source: Internet
Author: User

How game designers practice: data-driven game design
Basic Information
Original Title: Basics of Game Design
Author: (US) Michael. E. Moore
Translator: Fu Xin, Chen Zheng, Dai Feng
Series name: Game Development Technology series
Press: Machinery Industry Press
ISBN: 9787111400875
Mounting time:
Published on: February 1, January 2013
Start: 16
Page number: 1
Version: 1-1
Category: Computer


More about "", "practices of game designers: data-driven game design"
Introduction
Books
Computer books
Game designer cultivation: data-driven game design is a monograph dedicated to game designers to learn game design methods and techniques. It is the crystallization of 25 years of practical experience by senior game designers. This book systematically describes the game mechanism design, role design, Scenario Design, story design, Action design, location and item design, game conversation design, level and map design, required skills for game designers, such as interface design, game data collection and setting, through a large number of examples, the design methods, skills, and best practices of mainstream games such as role playing games, real-time strategic games, first-person shooter games, and simulation games are explained in depth.
The practice of game designers: data-driven game design consists of three parts, a total of 12 chapters. The first part includes 1st ~ Chapter 3 briefly introduces the game production cycle, the responsibilities of game designers, the categories of gameplay and game mechanisms, and the mathematics and logic in game production, it explains the various elements of the game production cycle at the basic level. The second part includes 4th ~ Chapter 9 discusses in detail most important game mechanisms, including sports, battles, roles and monsters, items, magic and technology, and puzzles in the game ), it also explains the process that designers need to go through to find out how each mechanism will work and what assets must be created to make it work. The third part includes 10th ~ Chapter 12 discusses other important theme that designers must know, such as story and conversation structures, levels and map design, as well as interface design and game interaction. The appendix of this book contains an in-depth interview with Chris Taylor, one of the leading game designers, and provides valuable suggestions for the coming game designers.
Directory
How game designers practice: data-driven game design
Translator's preface
Preface
Thank you
Introduction
Chapter 4 create a game
1.1 game gameplay and game data
1.1.1 simple design and complex design
1.1.2 game data
1.2 designers and development processes
1.2.1 game development cycle: pre-production stage
1.2.2 Technical Review
1.2.3 game development cycle: production stage
1.2.4 game development cycle: post-production stage
1.3 role of designers in Game Development
1.3.1 thoughts and ideas
1.3.2 game proposal
1.3.3 game design document
1.3.4 prototype
1.3.5 Asset Creation
1.3.6 testing and debugging
Conclusion 1.4
1.5 exercise
Chapter 4 gameplay and mechanisms
2.1 gameplay and "fun factors"
2.2 percentage allocated to gameplay
2.3 gameplay elements of game themes
2.4 game gameplay does not include any
2.5 game gameplay Mechanism
2.6 simulate reality
2.7 correction coefficient
Conclusion 2.8
2.9 exercise
Chapter 4 mathematics and logic in the game
3.1 Probability and Statistics
3.1.1 coin throwing
3.1.2 "coin throwing" in the game"
3.2 random selection in Game
3.2.1 random number generator
3.2.2 use dice for random selection
3.2.3 another way to view the dice
3.3 percentage
3.4 percentage in video games
3.5 keep mathematics knowledge simple
3.6 algorithm-defined gameplay
3.7 logic and script language
3.7.1 Condition Statement
3.7.2 boolean operators
Conclusion 3.8
3.9 exercise
Part 2 game mechanism secrets
Chapter 2 about sports
4.1 percentage
4.2 graphic interface requirements
4.3 military proportion
4.3.1 tactical (Small combat) Ratio
4.3.2 Proportion of military operations
4.3.3 ratio of Strategy (large strategy)
4.4 control movements in war games
4.4.1 hexagonal Map
4.4.2 splines and navigation points
4.4.3 Control Area
4.5 Game statistics
4.6 terrain features
4.7 strategic mobile map (world map)
4.8 moving rate
4.8.1 present the mobile path
4.8.2 outline the movement
4.9 mobile Algorithm
4.10 random battles
4.11 items on the map
Conclusion 4.12
4.13 exercise
Chapter 4 about combat
5.1 stones, scissors, cloth
5.2 turn-based combat and real-time combat
5.3 Combat attributes (Statistics)
5.4 role-playing battles in the game
5.4.1 actions available during RPG battles
5.4.2rpg combat attributes
5.5rpg combat Algorithm
5.5.1 determine attack instructions
5.5.2 determine attack Value
5.5.3 determine defense Value
5.5.4 examples of combat Algorithms
5.6 combat forms
5.7 key hit table
5.8 magic/technical battles
5.9 escape from battle
5.10 battles in war games
5.11 attributes in war games
5.12 battle in the game of turn-based War
5.13 gameplay sequence in war games
5.14 battle in Real-Time Strategic games
5.15 AI Design for war games
Conclusion 5.16
5.17 exercise
Chapter 2 about roles and monsters
6.1 create a player role
6.1.1 basic RPG role attributes
6.1.2rpg race
6.1.3rpg class
6.1.4rpg skills
6.1.5 additional role information
6.1.6 initial equipment
6.1.7 initial skills and spells
6.1.8 physical appearance
6.2 experience points and upgrades
6.2.1 Add attributes
6.2.2 enhanced magic and skills
6.2.3 story development
6.2.4 empirical Algorithms
6.2.5 set the upper limit of experience level
6.3 create monsters, reverse roles, and allies
6.3.1 entity type
6.3.2 Object Attributes
6.3.3 entity attribute (monster) Chart
6.3.4 select an object combat action
6.3.5 escape
6.4 fortune forms
6.5 sports game role
Conclusion 6.6
6.7 exercise
Chapter 4 items
7.1 item category
7.1.1 health status and supernatural power
7.1.2 personal and environmental Modifiers
7.1.3 weapons
7.1.4 armor
7.1.5 ammunition
7.1.6 Resources
7.1.7 task items
7.1.8 puzzle objects
7.1.9 Sports Equipment
7.2 game functions of items
7.3 item chart
7.4 design weapons
7.5 item type: Near-body weapon
7.5.1 knife
7.5.2 Jian
7.5.3 sticks, axes, and other close weapons
7.5.4 extended near-body weapons
7.6 item type: Remote weapon
7.6.1 throwing weapons (non-explosive type)
7.6.2 throwing weapons (explosion type)
7.6.3 projectile weapons (non-gunpowder type)
7.6.4 ammunition weapons)
7.6.5 bomb weapons)
7.6.6 other portable weapons
7.7 item type: exotic weapons
7.7.1 laser gun
7.7.2 unusual bullet shooting and power sources
7.7.3 nuclear weapons
7.8 item type: Armor
7.8.1 head armor
7.8.2 body armor
7.8.3 limbs armor
7.8.4 Shield
7.9 item type: potion and scroll
7.9.1 health agents
7.9.2 therapeutic agents
7.9.3 property modifier agent
7.9.4 scroll
7.10 item type: Auxiliary Equipment
7.10.1 jewelry
7.10.2 Viewer
7.10.3 Detector
7.10.4 registrant
7.10.5 unlock tools and keys
7.11 inventory list
7.11.1 passive inventory list
7.11.2 active inventory list
7.11.3 inventory list page
7.12 storage inventory list
7.13 Resources
7.14 RMB
Conclusion 7.15
7.16 exercise
Chapter 2 about magic and Technology
8.1 magic in Game
8.1.1 restrict magic in the game
8.1.2 magic Classification
8.1.3 "genre" of magic"
8.1.4 magic spell attributes
8.1.5 modify the role of a spell
8.1.6 naming conventions for spells
8.1.7 assign spells to roles and enemies
8.2 game technologies
8.2.1 struggle between science fiction and fantasy
8.2.2 comparison between sci-fi and illusory battles
8.3 technology tree
8.3.1 create a technical tree
8.3.2 functions and resources of newly discovered items
8.3.3 example of creating a technical tree
Conclusion 8.4
8.5 exercise
Chapter 2 puzzles in the game
9.1 puzzles
9.2 categories of puzzles
9.2.1 text games
9.2.2 image games
9.2.3 logical game
9.2.4 memory games
9.2.5 smart games
9.2.6 combining multiple categories of games
Randomization in 9.3 puzzle games
9.4 design puzzles that appear in the game
9.5 use tasks as puzzles
9.6 adventure games
9.6.1 puzzles in adventure games
9.6.2 change challenges
Conclusion 9.7
9.8 exercise
Part 3 implementation. Current. settings.
Chapter 5 story in the game
10.1 game stories
10.1.1 advantages of stories in games
10.1.2 disadvantages of stories in games
10.2 game stories
10.2.1 weak roles
10.2.2 too much information
10.3 organize stories in games
10.3.1 Task Structure
10.3.2 "-" Structure
10.3.3 mission structure
10.3.4 hero's journey Structure
10.3.5 open world structure
10.4 link the plot to gameplay
10.5 create game stories
10.5.1 paper design tools
10.5.2 use the "chapter" to organize the story structure
10.5.3 test the cohesion of the story
10.6 game conversations
10.6.1 write a Dialog Script
10.6.2 reduce dialog options
10.6.3 selected
10.6.4 flowchart for creating an NPC conversation
Conclusion 10.7
10.8 exercise
Chapter 4 Design game venues
11.12d Map
11.23d hierarchy
11.3 design game venues
11.3.1 multiple channels
11.3.2 place the object in the game venue
11.4 script language and game site design
11.5 point of view in game site design
11.6 problems in game venue Design
11.7 pre-build planning
11.7.12d map prototype
11.7.23d hierarchical prototype
Conclusion 11.8
11.9 exercise
Chapter 4 Interface Design
12.1 graphical user interface
12.1.1 game interface Screen
12.1.2 shell Screen
12.2 design Gui
12.2.1 screen position for information
12.2.2 Information Representation
12.2.3 menu
12.3 game control
12.3.1 define control Interactivity
12.3.2 non-traditional game control
12.3.3 game control problems
12.4 feedback
Conclusion 12.5
12.6 exercise

Source of this book: China Interactive publishing network

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