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Game Design Deep Dive: Platformers [Minkštas viršelis]

3.62/5 (15 ratings by Goodreads)
  • Formatas: Paperback / softback, 152 pages, aukštis x plotis: 229x152 mm, weight: 208 g, 96 Halftones, color
  • Serija: Game Design Deep Dive
  • Išleidimo metai: 07-Oct-2019
  • Leidėjas: CRC Press
  • ISBN-10: 0367211386
  • ISBN-13: 9780367211387
  • Formatas: Paperback / softback, 152 pages, aukštis x plotis: 229x152 mm, weight: 208 g, 96 Halftones, color
  • Serija: Game Design Deep Dive
  • Išleidimo metai: 07-Oct-2019
  • Leidėjas: CRC Press
  • ISBN-10: 0367211386
  • ISBN-13: 9780367211387
The Game Design Deep Dive series examines specific game systems or mechanics over the course of the history of the industry. This book examines the history of jumping one of the oldest mechanics in the industry and how it has evolved and changed over the years. The author looks at the transition from 2D to 3D and multiple elements that make jumping more complicated than it looks from a design perspective.

Key Selling Points:











The first in a series of books that focus entirely on a singular game design system or mechanic, in this case: jumping.





A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint.





A must read for anyone interested in building their own platformer or just interested in the history of the game industrys most famous game mechanic.





This book is a perfect companion for someone building their first game or as part of a game design classroom.





Includes real game examples to highlight the discussed topics and mechanics.

Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations; his first book was titled 20 Essential Games to Study.
Acknowledgments ix
Foreword: A Game Design Deep Dive into Platformers xi
1 The Legacy of Jumping
1(4)
1.1 The Timelessness of Platforming
2(1)
1.2 Why Platforming Is Not Going Away
3(2)
2 The First Jumps
5(4)
2.1 Denning the Platformer
5(1)
2.2 Pitfalls and Plumbers
6(3)
3 Committed Jumping
9(4)
3.1 What is Committed Jumping?
10(1)
3.2 Committed Jumping Limitations
10(3)
4 Variable Jumping
13(4)
4.1 What Is Variable Jumping?
14(1)
4.2 Committed vs. Variable
15(2)
5 The 2D Mascot Platformer Era
17(10)
5.1 Genesis Does What Nintendon't
18(1)
5.2 Mario's World
18(3)
5.3 Sonic's Boom
21(2)
5.4 Mascot Popularity
23(2)
5.5 The Wide World of Mascots
25(2)
6 Basic 2D Design
27(8)
6.1 Jumping Logic
27(1)
6.2 Camera Angles
28(2)
6.3 The Factors of Jumping
30(2)
6.4 Creating Multiple Jumps
32(3)
7 Advanced 2D Design
35(16)
7.1 Level Flow and Structure
35(2)
7.2 Teaching the Player
37(1)
7.3 Obstacle Design
38(2)
7.4 Platforming Challenge Design
40(1)
7.5 The Hardest Jumps
41(7)
7.6 Fall Damage
48(3)
8 The Adventure Platformer
51(6)
8.1 Story-Driven Jumping
52(1)
8.2 Heroic Platforming
52(1)
8.3 The Pros of Adventure Platforming
53(1)
8.4 The Limitations of Adventure Platformers
54(3)
9 Puzzle Platforming and Design
57(4)
9.1 The Thinker's Jump
57(2)
9.2 Skill vs. Thought
59(2)
10 First-Person Jumping Design
61(4)
10.1 Jump and Shoot
61(1)
10.2 The First-Person Camera
62(1)
10.3 The Limits of First Person
63(2)
11 The 3D Platformer Era
65(8)
11.1 Two and a Half D Games
65(1)
11.2 The Rise of 3D
66(1)
11.3 The Mario 64 Formula
67(3)
11.4 The 3D Mascot Rush
70(1)
11.5 Three D Adventure Platforming
71(2)
12 Three D Design
73(10)
12.1 The "Depth" of 3D
73(1)
12.2 Three D Camera Design
74(3)
12.3 The Shadow Knows
77(1)
12.4 Subjective Difficulty
78(2)
12.5 Auto-Jumping
80(3)
13 The AAA Shift Away from Platformers
83(6)
13.1 The Growth of the Game Industry
84(1)
13.2 The Blending of Genres
85(1)
13.3 The Limits of 3D Platformer Design
86(1)
13.4 Endless Runner Design
87(2)
14 The Indie Impact
89(8)
14.1 The Indie Movement
90(1)
14.2 Bringing 2D Back
91(1)
14.3 Celebrating Celeste
92(2)
14.4 The Modern Retro Market
94(3)
15 Physics-Driven Platformer Design
97(6)
15.1 Incalculable Jumping
97(2)
15.2 Technical Level Design
99(1)
15.3 Physics Problems
100(3)
16 Super Mario Maker and Kaizo Culture
103(12)
16.1 Making Mario
104(2)
16.2 The Legacy of Mario
106(1)
16.3 What Is Kaizo?
107(2)
16.4 I Wanna Be a Platformer
109(1)
16.5 Bringing Kaizo to the Masses
110(1)
16.6 The Limited Appeal of Kaizo
111(4)
17 Expert 2D Design
115(16)
17.1 Level Philosophy
115(4)
17.2 Creating Mechanics
119(2)
17.3 Challenging vs. Frustrating
121(4)
17.4 Collision Detection
125(4)
17.5 Tracking Timers
129(2)
18 Conclusion
131(2)
Glossary 133(4)
Index 137
Joshua Bycer is a Game Design Critic with more than 7 years of experience critically analyzing game design and the industry itself. In that time through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games.