392 Pages
    by A K Peters/CRC Press

    392 Pages
    by A K Peters/CRC Press

    Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. Advice on developing stories for games, building maps and levels, and designing the graphical user interface is also included.

    Preface

    Acknowledgments

    Introduction

    Making Games

    Game Play and Game Data

    Designers and the Development Process

    The Designer’s Role in Game Development

    Conclusion

    Exercises

    Game Play and Game Mechanics

    Game Play and the "Fun Factor"

    Assigning Percentages to Game Play

    Play Elements for Game Genres

    What Is Not Game Play

    Mechanics of Game Play

    Modeling Reality

    The Fudge Factor

    Conclusion

    Exercises

    Math and Logic in Games

    Probability and Statistics

    Randomization in Games

    Percentages

    Percentages in Video Games

    Keeping the Math Simple

    Defining Play through Algorithms

    Logic and Scripting Languages

    Conclusion

    Exercises

    Inside Game Mechanics

    On Movement

    Scale

    Graphical Interface Requirements

    Military Scales

    Regulating Movement in Wargames

    Game Statistics for Movement

    Terrain Features

    Strategic Movement Map (World Map)

    Movement Rates

    Movement Algorithm

    Random Encounters

    Items on the Map

    Conclusion

    Exercises

    On Combat

    Rock-Paper-Scissors

    Turn-Based vs. Real-Time Combat

    Combat Attributes (Statistics)

    Combat in Role-Playing Games

    RPG Combat Algorithms

    Combat Table

    Critical Hit Table

    Magic/Technology Combat

    Fleeing Combat

    Combat in Wargames

    Attributes in Wargames

    Combat in Turn-Based Wargames

    Sequence of Play in Wargames

    Combat in Real-Time Strategy Games

    AI Design for Wargames

    Conclusion

    Exercises

    On Characters and Monsters

    Creating Player Characters

    Experience Points and Leveling Up

    Creating Monsters, Villains, and Allies

    Treasure Tables

    Sports Game Characters

    Conclusion

    Exercises

    On Items

    Item Categories

    Game Functions of Items

    Item Chart

    Designing Weapons

    Item Types: Hand Weapons

    Item Types: Ranged Weapons

    Item Types: Exotic Weapons

    Item Types: Armor

    Item Types: Potions and Scrolls

    Item Types: Auxiliary Equipment

    Inventory

    Store Inventories

    Resources

    Money

    Conclusion

    Exercises

    On Magicks and Technologies

    Magic in Games

    Technology in Games

    Technology Trees

    Conclusion

    Exercises

    On Puzzles in Games

    Elements of Puzzles

    Categories of Puzzles

    Randomization in Puzzle Games

    Designing Puzzles that Appear in Games

    Quests as Puzzles

    Adventure Games

    Conclusion

    Exercises

    Implementing the Design

    Storytelling in Games

    Stories in Games

    Problems with Game Stories

    Structuring Stories in Games

    Linking Plot to Game Play

    Creating a Game Story

    Dialogue in Games

    Conclusion

    Exercises

    Designing Playfields

    2D Maps

    3D Levels

    Designing Playfields

    Scripting Languages and Playfield Design

    Point-of-View in Playfield Design

    Problems in Playfield Design

    Planning Before Building

    Conclusion

    Exercises

    Interface Design

    Graphical User Interface

    Designing the GUI

    Game Controls

    Feedback

    Conclusion

    Exercises

    A Conversation with Chris Taylor

    Introduction

    Chris’s Background in Games

    Preproduction Phase

    Production Phase

    Final Thoughts

    Credits

    Index

    About the Author

    Biography

    Michael Moore

    A ‘must’ for any serious game programmer or designer!
    Midwest Book Review, December 2011

    this work is unique in its focus. … this book dives into the tables, charts, and numbers behind game mechanics that power game play. Each chapter ends with exercises that reinforce the material being covered and invites the reader to look outside video games for insight and inspiration. For students and professionals alike, this book can be a helpful reference and design toolbox. … Highly recommended.
    —A. Chen, CHOICE, October 2011