The New Game Makers Bible

The New Game Makers Bible
Author: Adam Jeremy Capps
Publisher: Adam Jeremy Capps
Total Pages: 322
Release: 2021-08-25
Genre: Computers
ISBN:

The New Game Makers Bible is the premier book for helping game makers make the best games possible. It teaches good game making in many forms, whatever the genre, whatever the topic, it is covered here. It goes over good ideas, bad ideas, different kinds of games, story development, particular elements such as game mechanics, and much more. Table of Contents: The Most Important Elements In Games - Page 6. The Best Ideas I’ve Seen Used - Page 12. Obscure but Good Ideas For Games - Page 14. Ideas For Video Games (New) (Contains: Character Ideas, The Possible Setting/Story, Possible Power Ups and Items, Tools/Effects, Weapons and Similar Things, Powers and Magic, Abilities, Other Things, Nice Touches, and Possible Enemies.) - Page 17. Good Ideas for Games - Page 37. Bad Ideas for Games - Page 39. The Success or Failure of a Game - Page 40. Contrasting Old Ideas - Page 43. Game Making Tactics - Page 44. Having the Most Fun in a Game - Page 50. Developing a Theme and World - Page 57. Developing a Story - Page 58. Ideas for Story Development - Page 59. Types of Characters and Their Motives - Page 62. The Enemies Motives - Page 68. The Actual Player’s Motives - Page 69. The Most Important Questions For A Game Maker To Find Answers For - Page 73. The Best Ways to Place Secrets - Page 85. The Best Things… Page 86. The History of Some Major Games - Page 88. Two Player Elements in Different Games - Page 97. Choosing a System to Create For - Page 100. History and Facts About Old Consoles - Page 101. Neat Game Things - Page 109. Choosing a Peripheral to Create For - Page 112. On Doing Things That Have Never Been Done Before - Page 113. A Brief History of Early Video Games - Page 114. The Gaming Community - Page 118. The Joy of Game Making - Page 120. The 75 Rules of Good Games - Page 121. The 75 Sins of Game Making - Page 124. In Book Two: Part One: An Effective Philosophy of Game Making. This contains many numbered lists helpful for game making. - Page 128. Part Two: Frequently Used Ideas (The Best of Them) - Page 171. Part Three: Some Free Ideas Technology-Wise And Game-Wise - Page 241. Part Four: Creating From Different Genres - Page 248. A formula for a good side scrolling game - Page 251. The best platformers - Page 253. Adventure Games - Page 254. About Simulation Games - Page 260. 3D Games - Page 261. Odds and ends of other genres - Page 264. Educational Games - Page 267. Casino Games - Page 269. Games of Lesser Tech - Page 270. Games that are stylized after their own world - Page 270. A Mental Hospital Simulator - Page 272. Part Five: Miscellaneous Things and Additions to the Previous Things - Page 273. Different ways a game can start - Page 276. Frequently/ Traditionally used Ideas - Page 278. Retro Video Game History - Page 284. More About Making Good Games - Page 286. Part Six: New And Free Video Game Ideas - Page 293.

New Rules of the Game

New Rules of the Game
Author: Susan Packard
Publisher: Penguin
Total Pages: 256
Release: 2015-02-03
Genre: Business & Economics
ISBN: 0698154797

Business is a team sport. Learn how to win. Where would your career be if you could understand how your colleagues--especially men--succeed and win at work? And if, in understanding and applying the rules, you could win, too? In New Rules of the Game, business leader Susan Packard shows you how to cultivate gamesmanship--a strategic way of thinking regularly seen in the video game and sports worlds, and most often among men--that develops creativity, focus, optimism, teamwork, and competitiveness. You'll learn the Ten Rules of Gamesmenship and how to use them effectively to: · Compete outwardly in a healthy, rewarding way · Build support groups to help you advance · Step up with more grit to get the next win · Approach your workplace with more lightness and insight · Take loss in stride and provide the emotional distance needed to win at work Packard shares her career story with humor and candor, including the successes and the mistakes, the triumphs and some personal and career setbacks, and presents them as teachable moments for you. But the book is much bigger that one person’s experience. Packard also shares the stories of other presidents and CEOs who have become great gamers in their own fields, providing you with the insight and inspiration to play the business game smarter, stronger, and more successfully. You will also be better able to coach others, inspiring your team to perform at higher levels as you drive them toward the next win.

Game Changer

Game Changer
Author: Matthew Sadler
Publisher: New In Chess,Csi
Total Pages: 0
Release: 2019
Genre: Artificial intelligence
ISBN: 9789056918187

Presents the story behind the self-learning artificial intelligence system with its stunning chess skills

Seven Games: A Human History

Seven Games: A Human History
Author: Oliver Roeder
Publisher: W. W. Norton & Company
Total Pages: 326
Release: 2022-01-25
Genre: History
ISBN: 1324003782

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

Spot's New Game

Spot's New Game
Author: Eric Hill
Publisher: Ladybird Books
Total Pages: 32
Release: 2004
Genre: Children's stories
ISBN: 9781844224067

Spot and his friends are playing hide-and-seek. "One, two, three . . ." Spot counts, but when he opens his eyes, he can't find his friends anywhere. Where can they be?

New Realities in Audio

New Realities in Audio
Author: Stephan Schütze
Publisher: CRC Press
Total Pages: 565
Release: 2018-01-29
Genre: Computers
ISBN: 1351727435

The new realities are here. Virtual and Augmented realities and 360 video technologies are rapidly entering our homes and office spaces. Good quality audio has always been important to the user experience, but in the new realities, it is more than important, it’s essential. If the audio doesn’t work, the immersion of the experience fails and the cracks in the new reality start to show. This practical guide helps you navigate the challenges and pitfalls of designing audio for these new realities. This technology is different from anything we’ve seen before and requires an entirely new approach; this book will introduce the broad concepts you need to know before delving into the practical detail you need. Key Features This book covers audio for all types of new reality technology. At the moment, VR and 360 video are getting a lot of press, but in a few years we will be hearing a lot more about Augmented and Mixed reality technologies as well. A practical guide to creating, designing and implementing audio for this new technology by a leading sound design and implementation expert. Conceptual explanations address the new approaches necessary to designing effective audio for the new realities. Real-world examples and analysis of what does and does not work including detailed case study discussions.

A Whole New Game

A Whole New Game
Author: John P. Rossi
Publisher: McFarland
Total Pages: 265
Release: 2015-11-16
Genre: Sports & Recreation
ISBN: 0786481560

Bismarck once said that God looked after drunkards, children and the U.S. of A. Some say that baseball should be added to the list. It must have been divine intervention that led the sport through a series of transformative challenges from the end of World War II to the game's first expansion in 1961. During this period baseball was forced to make a number of painful choices. From 1949 to 1954, attendance dropped more than 30 percent, as once loyal fans turned to other activities, started going to see more football, and began watching television. Also, the sport had to wrestle with racial integration, franchise shifts and unionization while trying to keep a firm hold on the minds and emotions of the public. This work chronicles how baseball, with imagination and some foresight, survived postwar challenges. Some of the solutions came about intelligently, some clumsily, but by 1960 baseball was a stronger, healthier and better balanced institution than ever before.

The New Game

The New Game
Author: Kirk William Gee
Publisher: Kirk Gee
Total Pages: 102
Release: 2012-08-23
Genre: Reference
ISBN: 1478389362

World Peace and the very survival of humanity depends on understanding the concepts in this book! The "New Game" is a movement to shift a paradigm. From "Monetary Consumerism" to "Great Life Experience". Please Click "About" Description 2012 Is a scary time! There is more social unrest, financial instability and concern about our future than ever around the globe. The concepts in this book will help you to understand why we are experiencing life the way that we are, how we can achieve World Peace and have a great life! - It all begins with you right now! Like the game Monopoly, the goal in the game of life that the world is playing is: To acquire as much money and material wealth as possible. The result of humanity playing this game is going to be our own extinction! The NEW GAME is a paradigm where the goal is for everyone to have a great life experience! The New Game life experience is built on first understanding that Monetary Consumerism is at the root of most of the worlds problems. It is a game that enslaves humanity, stifles progress and benefits only a few. We fight wars because of this paradigm, we starve millions of people around the world every month, we waste limited resources, pollute our planet and destroy hope! What we need to realize is that this "game" of monetary consumerism really is just a game and we don't have to play this game. Humanity can simply change the game! Money is made up! You have only to look around you to see that the monetary consumerism system is not working very well even for those who cannot imagine any other way. Banks are collapsing, virtually every country on earth is experiencing social unrest and most countries are so indebted that they have no hope of ever being financially sound again. Meanwhile, the earth itself is under severe climatic stress and we just keep consuming as if our resources will never run out. There is only one word that describes our current way of life and that word is INSANE! Humanity is at a crossroad and there is great HOPE! We now have the opportunity to play a whole New Game!

The New Games Book

The New Games Book
Author: Andrew Fluegelman
Publisher: Sidgwick & Jackson
Total Pages: 193
Release: 1978
Genre: Games
ISBN: 9780283984419