{"product_id":"how-to-make-a-game-9781484269169","title":"How to Make a Game","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cp\u003eGet a head start on making your games efficiently by avoiding common design and development pitfalls. Video games combine art and programming; this unique position has opened up opportunities for many pitfalls. This book takes you through the fundamentals of game making and the usual mistakes and bad practices that can harm your games. \u003c\/p\u003e\u003cp\u003eWe start with the common difficulties and challenges, ways to find the gaps, and game design. Next, we discuss game engines and other tools you need to choose while making a game, how you should choose them, and the design documents you need to make. We also cover simple but important tweaks in game mechanics as well as the look and feel of your game. We will also discuss conventions for naming, code structuring, project structuring, and coding. \u003c\/p\u003e\u003cp\u003eYour thought process will be guided in a way that you can look for the proper approach to make a successful game. The book sheds light upon how to improve the overall game experience and fin\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 1: Don't \u003c\/p\u003e\u003cp\u003eChapter Goal: In this chapter, you will get introduced to the core difficulties and challenges of the game making journey.    \u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 2: The Fault in Our Stars\u003c\/p\u003e\u003cp\u003eChapter Goal: This chapter will discuss the first encounters with games as well as the process of finding the gaps and lacking. We will also discuss game analysis in this chapter. \u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 3: Don't Reinvent the Wheel \u003c\/p\u003e\u003cp\u003eChapter Goal: We will discuss the game engine and the purpose they serve as powerful and necessary tools in game development.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 4: Choose Your Arsenal\u003c\/p\u003e\u003cp\u003eChapter Goal: We will learn about game engines in greater detail including their pros n cons by building a RPG.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 5: It's All in My Head\/ Don't Keep It All in Your Head \u003c\/p\u003e\u003cp\u003eChapter Goal: Learn to make Game Design Document, writing practices, and hurdles that may be stopping you from writing it. \u003c\/p\u003e\u003cbr\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eChapter 6: A Stitch in Time Saves Nine  \u003c\/p\u003e\u003cp\u003eChapter Goal: This chapter teaches conventions of file naming, structuring, project structuring, coding (with some examples)\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 7: Git Good\u003c\/p\u003e\u003cp\u003eChapter Goal: We will learn about version control\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 8: Get Smart!\u003c\/p\u003e\u003cp\u003eChapter Goal: This chapter shows the ill effects of hard code. This would enable you to differentiate between good and bad approaches towards code and learn how to eliminate them.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 9: Game Design - The Three musketeers! \u003c\/p\u003e\u003cp\u003eChapter Goal: You will learn the overall journey of game design, understanding all the components, their role, and how to roll them properly. \u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 10: Game Feel and Effects  \u003c\/p\u003e\u003cp\u003eChapter Goal: We will learn about camera effect, audio effect, particle effect in this chapter.\u003c\/p\u003e\u003cbr\u003e\u003cp\u003e\u003c\/p\u003e\u003cp\u003eChapter 11: Input Matters\u003c\/p\u003e\u003cp\u003eChapter Goal: Learn about choosing input styles properly.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 12: Help!\u003c\/p\u003e\u003cp\u003eChapter Goal: This chapter will helping you transcend through reality (pseudo code), dynamic difficulty.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 13: Platform Choosing (Pros n Cons)\u003c\/p\u003e\u003cp\u003eChapter Goal: This chapter will help you choose the right platform to publish your game.\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 14: The Great Filter\/Fermi Paradox \u003c\/p\u003eChapter Goal: In this chapter, you will learn how to test your game and how to approach publishing and assessing the success.\u003cp\u003e\u003c\/p\u003e\u003cp\u003e\u003cbr\u003e\u003c\/p\u003e\u003cp\u003eChapter 15: Gameover - The Myth of Sisyphus\/Insanity Loop\/Core Loop\u003c\/p\u003e\u003cp\u003eChapter Goal: In the final chapter, we will evaluate all we have learnt by studying this game, its success, and the future\u003c\/p\u003e\u003cp\u003e\u003c\/p\u003e","brand":"APress","offers":[{"title":"Default Title","offer_id":49372168159575,"sku":"9781484269169","price":37.49,"currency_code":"GBP","in_stock":true}],"url":"https:\/\/bookcurl.com\/products\/how-to-make-a-game-9781484269169","provider":"Book Curl","version":"1.0","type":"link"}