| Ahearn, Luke, & Crooks,
II, Clayton E. (2002). Awesome game creation: No programming
required (2nd Ed.). Hingham, MA: Charles
River Media. CHAPTER
1: INTRODUCTION TO GAME DEVELOPMENT
After a discussion of minimum computer
requirements and optional equipment like digital cameras,
this chapter presents tips for buying equipment.
CHAPTER 2: GRAPHICS: THE BASIC
BUILDING BLOCKS OF A GAME
Discusses the types of graphics used
in a typical game: splash screen, menu screens, credit
screen, logos, the user interface, and in-game graphics.
Defines terms like pixel, screen resolution, and aspect
ratios. Explains color palettes. Details simple image
manipulations (e.g., rotate, skew, crop) and complex
ones (e.g., masking, opacity, and anti-aliasing.
CHAPTER 3: SOUND AND MUSIC
Sounds are important not only because
they give cues but also because they make games more
immersive. Game sounds range from score music to sampled
sounds. You don’t necessarily have to create your own
sounds---you can get them from royalty-free collections
akin to graphic clip art. Details how to be a "foley
artist" by making your own sound effects. Outlines
how to use Cool Edit to manipulate sounds and ACID to
crete royaly-free music scores.
CHAPTER 4: THE HISTORY OF GAME
DEVELOPMENT
In the beginning, there was "Spacewar",
programmed in Assembly language and played on mainframe
computers. Then "I, Robot" was the first game
to use polygons. Early game machines like the Atari
2600 and the first Nintendo machine caused digital games
to really take off.
Game Genres
- Maze games
- Board Games
- Card Games
- Battle Card Games
- Quiz Games
- Puzzle Games
- Shoot ‘Em Ups
- Side Scrollers
- Fighting Games
- Racing Games
- Flight Sims
- Turn-Based Strategy Games
- Real-Time Strategy Games
- Sims
- First-Person 3D Shooters
- First-Person Vehicle-Based Games
- Third-Person 3D Games
- RPGs (Role-Playing Games)
- Adventure Games
- Full-Motion Video Games
- Educational Games
- Sports Games
- Desktop Toys
CHAPTER 5: ELEMENTS OF DESIGNING
A GAME
It’s a mistake to jump straight into
development. Professional game designers do quite a
bit of pre-development analysis:
Game Elements: genre, game idea, game
treatment, technology, audience, team members, a design
document, and a game proposal.
Things to Include:
- Storyline
- Levels
- Heroes and Enemies
- Menu Navigation
- User Interface
- Music and Sound Effects
- Single or multiplayer
CHAPTER 6: INTRODUCTION TO GAME
MAKER
Game Maker is a free drag-and-drop program
used to make 2D games. It’s interface includes Resource
Explorer, Menus, and Toolbars.
CHAPTER 7: YOUR FIRST GAME MAKER
PROJECT
Game Maker Basics: sprites and events.
The rest of this chapter walks you through
each step of creating an "asteroid shooter"
game.
CHAPTER 8: 2D SPACE SHOOTER
This chapter builds upon the simple
asteroid shooter by giving it fancier graphics, a movable
ship, collision handling, sounds, a background, and
a scoring system. It also explains how Game Maker uses
"rooms" for the screen areas in a game.
CHAPTER 9: INTRODUCTION TO THE
GAMES FACTORY
The Games Factory can make slide shows,
screen savers, interactive tests, and games and is available
from www.clickteam.com.
Parts of the Games Factory
- The Storyboard Editor
- The Level Editor
- The Event Editor
CHAPTER 10: BEHIND THE SCENES
OF THE GAMES FACTORY
This chapter details the parts of "Space
Defiler", a game similar to Space Invaders. You
use the Storyboard Editor to build levels that you then
edit using the Level Editor. Lastly, you use the Event
Editor to assign events to keyboard and/or mouse actions.
CHAPTER 11: MAKING A GAME YOURSELF
WITH THE GAMES FACTORY
This chapter shows you how to actually
create "Space Defiler" using the Games Factory,
from creating the game file, to placing the backdrop,
to placing objects on the screen, to assigning movements
to objects, to making events and actions. Then things
get even deeper as we create groups of events, comment
lines, event lines, and add actions to event lines.
The game gets fancier when we add sounds, move objects,
test object positions, detail how to destroy aliens,
and add a scorekeeping function.
CHAPTER 12: MAKING ANOTHER GAME
WITH THE GAMES FACTORY
This chapter walks you through the creation
of "Ghost Hunter", a Deer-Hunter like game.
This game is more complex, and includes:
- New Objects: Masks, Crosshairs, Text,
Ammo, and score objects.
- New events: e.g., an "Always"
event
- Music
- Lives
- A Timer
- Conditions for the Timer
- Comments
- Changing Animation Sequences
- Deducting A Life
- Testing (e.g., keyboard and mouse
actions, seeing if all ghosts have been shot)
CHAPTER 13: MAKING A MORE ADVANCED
GAME WITH THE GAMES FACTORY
As if the last Games Factory game wasn’t
advanced enough, this chapter details how to create
"Dragon Flight", a 2D Side Scrolling game
where a dragon tries to dodge cave walls and firetraps.
You learn how to launch and accelerate fireballs, make
destructible and indestructible walls, collect fireball
energy, and more.
CHAPTER 14: ADVANCED CONTROL
OF ACTIVE OBJECTS
The preceding few chapters have given
you more and more control over active objects. This
chapter breaks down mouse-controlled, joystick and platform
movements; computer-controlled movements like bouncing
balls; path movements; backdrop objects; Obstacles;
and Text Objects.
CHAPTER 15: WORKING WITH PICTURES
AND ANIMATION IN TGF
The Games Factory includes an Animation
Editor. You can control the animation’s speed and direction;
use animation icons to manipulate animation frames;
import graphics; resize, rotate, and morph graphics;
select "hot spots" on objects; and set action
points.
The Picture Editor allows you to zoom
icons, set color palettes, draw with various tools,
and manipulate images.
Well, hopefully that's enough to give you the flavor
of this excellent book. Here's the rest of the
Table of Contents.
CHAPTER 16: INTRODUCTION TO GCS
CHAPTER 17: RUNNING THE GCS GAME ENGINE
CHAPTER 18: LOOKING DEEPER INTO THE
3D EDITOR
CHAPTER 19: MAKING A 3D LEVEL
CHAPTER 20: USING GCSPAINT AND ARTWORK
IN YOUR GAME
CHAPTER 21: THE EXTRA FEATURES EDITOR
CHAPTER 22: ASSEMBLING THE GCS GAME
CHAPTER 23: INTRODUCTION TO THE 3D GAMEMAKER
CHAPTER 24: CREATING A GAME WITH THE
3D GAMEMAKER
CHAPTER 25: INTRODUCTION TO GMAX
CHAPTER 26: USING GMAX FOR FLIGHT SIMULATOR
2002 PROFESSIONAL
CHAPTER 27: MODELING AN AIRPLANE WITH
GMAX
CHAPTER 28: INTRODUCTION TO MILKSHAPE
3D
CHAPTER 29: INTRODUCTION TO PAINT SHOP
PRO
CHAPTER 30: CREATING LOW POLYGON MODELS
WITH MILKSHAPE 3D
CHAPTER 31: HALF-LIFE MODEL
APPENDIX A: FIRST PERSON SHOOTER
APPENDIX B: THE KEY POSITIONS IN A DEVELOPMENT
TEAM
APPENDIX C: LINKS TO GAME PROGRAMMING
WEB SITES AND NEWSGROUPS
APPENDIX D: WHAT’S ON THE CD-ROM
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