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Informationen zum Autor John M. Quick, PhD, is an expert in the strategic enhancement of motivation, learning, and performance. He collaborates with industry and university clients to strategically solve our greatest challenges. John earned a PhD in educational technology at Arizona State University, where he researched enjoyment and individual differences in games. He has released more than 15 digital games that focus on innovative topics, such as learner engagement and experimental human-computer interaction. John has more than 5 years of classroom experience at the higher education level and is the author of three books that apply novel methods to help diverse learners build practical, hands-on technical skills. Klappentext Digital games are complex development efforts with many components. This book covers advanced game implementation and coding techniques. Whereas other similar books cover only the basic programming and game components, this book takes learners through the development of an entire game. Focus is on applying programming skills to the development of actual game software which empowers readers with fundamental computer programming and game development skills that can be subsequently applied to new endeavors. Learners will become familiar with reusable game implementation techniques through a practical, hands-on approach. Zusammenfassung Game development is one of the most rewarding crafts of modern times. Not only is making games a wonderful lifelong hobby, but employment opportunities exist at many levels. Learn to Implement Games with Code guides you through the development process as you put together a release-ready game. It is written in a friendly and conversational tone, which is suitable for a wide audience of aspiring game developers, such as yourself. You will gain practical, hands-on experience with implementing game components using code. Gradually, you will build a complete game that you can be proud of. After finishing this book, you will be prepared to start making games of your very own design. Inhaltsverzeichnis Chapter 1 -- Introduction. Chapter 2 -- Pause Feature Chapter 3: Dismissible dialogue box for character interactions Chapter 4 - - Dialogue box with selectable options for character interactions Chapter 5 --A turn-based decision system Chapter 6 -- A map larger than the screen Chapter 7 -- C haracter animations Chapter 8 -- Saving and loading Chapter 9 -- Easing Chapter 10-- Audio Chapter 11 -- Menus/Scenes Chapter 12 -- UI Design ...