Make a 2D RPG in a Weekend shows you how to create your very own dungeon crawler game in RPG Maker VX Ace in a single weekend. The entire process, from start to finish, is covered within this book.
Author: Darrin Perez
Make a 2D RPG in a Weekend shows you how to create your very own dungeon crawler game in RPG Maker VX Ace in a single weekend. The entire process, from start to finish, is covered within this book. You will see a variety of dungeon maps and events, all broken down for your convenience. One of the hardest parts of game development is actually finishing a game, but it is also one of the most important steps on the way to becoming a game developer. If you have yet to finish a game, this book will give you the confidence and resources you need to finally be able to create your very own RPG. Once you've completed the game in this book, you'll be able to modify it as much as you like, adding new monsters and quests, and you'll have the skills to go on to create your second game all by yourself. Among the topics covered in this book are: • Creating various types of enemy encounters via the use of the eventing system. • Creating a special area that allows the player to pick their character of choice instead of being forced to play a particular character. • Clever uses of events to create items that allow the player to return to town instantly and summon vehicles to their side.
By focusing exclusively on 2D games and Unity’s ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive.
Author: Jared Halpern
Follow a walkthrough of the Unity Engine and learn important 2D-centric lessons in scripting, working with image assets, animations, cameras, collision detection, and state management. In addition to the fundamentals, you'll learn best practices, helpful game-architectural patterns, and how to customize Unity to suit your needs, all in the context of building a working 2D game. While many books focus on 3D game creation with Unity, the easiest market for an independent developer to thrive in is 2D games. 2D games are generally cheaper to produce, more feasible for small teams, and more likely to be completed. If you live and breathe games and want to create them then 2D games are a great place to start. By focusing exclusively on 2D games and Unity’s ever-expanding 2D workflow, this book gives aspiring independent game developers the tools they need to thrive. Various real-world examples of independent games are used to teach fundamental concepts of developing 2D games in Unity, using the very latest tools in Unity’s updated 2D workflow. New all-digital channels for distribution, such as Nintendo eShop, XBox Live Marketplace, the Playstation Store, the App Store, Google Play, itch.io, Steam, and GOG.com have made it easier than ever to discover, buy, and sell games. The golden age of independent gaming is upon us, and there has never been a better time to get creative, roll up your sleeves, and build that game you’ve always dreamed about. Developing 2D Games with Unity can show you the way. What You'll Learn Delve deeply into useful 2D topics, such as sprites, tile slicing, and the brand new Tilemap feature. Build a working 2D RPG-style game as you learn. Construct a flexible and extensible game architecture using Unity-specific tools like Scriptable Objects, Cinemachine, and Prefabs. Take advantage of the streamlined 2D workflow provided by the Unity environment. Deploy games to desktop Who This Book Is For Hobbyists with some knowledge of programming, as well as seasoned programmers interested in learning to make games independent of a major studio.
Many developers would rather give up the portion of the market that doesn't have
the newest high-end computers than ... Other packages to look at include these:
MUGEN Makes 2D fight games RPG Toolkit; RPG 95, 2000, 2003, and XP; ...
Author: Briar Lee Mitchell
Publisher: John Wiley & Sons
An easy-to-follow primer on the fundamentals of digital game design The quickly evolving mobile market is spurring digital game creation into the stratosphere, with revenue from games exceeding that of the film industry. With this guide to the basics, you'll get in on the game of digital game design while you learn the skills required for storyboarding, character creation, environment creation, level design, programming, and testing. Teaches basic skill sets in the context of current systems, genres, and game-play styles Demonstrates how to design for different sectors within gaming including console, PC, handheld, and mobile Explores low-poly modeling for game play Addresses character and prop animation, lighting and rendering, and environment design Discusses the path from concept to product, including pre- and post-production Includes real-world scenarios and interviews with key studio and industry professionals With Game Design Essentials, you'll benefit from a general-but-thorough overview of the core art and technology fundamentals of digital game design for the 21st century.
Some are languages designed to make programming easier to learn – like
Scratch, Hopscotch, and Snap. ... #lang vr-lang is a Lisp-like language for
constructing virtual reality scenes; #lang game-engine is for creating 2D RPG-
Author: Lindsey D. Handley
Publisher: John Wiley & Sons
The definitive resource for understanding what coding is, designed for educators and parents Even though the vast majority of teachers, parents, and students understand the importance of computer science in the 21st century, many struggle to find appropriate educational resources. Don't Teach Coding: Until You Read This Book fills a gap in current knowledge by explaining exactly what coding is and addressing why and how to teach the subject. Providing a historically grounded, philosophically sensitive description of computer coding, this book helps readers understand the best practices for teaching computer science to their students and their children. The authors, experts in teaching computer sciences to students of all ages, offer practical insights on whether coding is a field for everyone, as opposed to a field reserved for specialists. This innovative book provides an overview of recent scientific research on how the brain learns coding, and features practical exercises that strengthen coding skills. Clear, straightforward chapters discuss a broad range of questions using principles of computer science, such as why we should teach students to code and is coding a science, engineering, technology, mathematics, or language? Helping readers understand the principles and issues of coding education, this book: Helps those with no previous background in computer science education understand the questions and debates within the field Explores the history of computer science education and its influence on the present Views teaching practices through a computational lens Addresses why many schools fail to teach computer science adequately Explains contemporary issues in computer science such as the language wars and trends that equate coding with essential life skills like reading and writing Don't Teach Coding: Until You Read This Book is a valuable resource for K-12 educators in computer science education and parents wishing to understand the field to help chart their children’s education path.
Small details are what amount to a graphical spitpolish for 2D RPGs and are
usually just enough to suspend a player ' s ... The primary key is not to slip into
repetition , a huge pitfall when you ' re dealing with creating a world that ' s made
up of ...
Publisher: Gulf Professional Publishing
This work looks at the creative challenges of designing sprites and icons for mobile phones, portable games platforms and computers. It also explores how the limits of designing for small screens are the inspiration for vibrant and colourful art.
Up until now, we've been dealing only with the data and objects that make up an
RPG. Finally we'll ... Graphics in an RPG only hold my attention for so long. ... In
this chapter we'll implement a fairly simple and straightforward 2D tile engine.
Author: Jim Perry
Publisher: Jones & Bartlett Publishers
RPG Programming Using XNA Game Studio 3.0 provides detailed information on role-playing games (RPGs) and how to create them using Microsoft’s XNA Game Studio 3.0. The book examines the history of the genre and takes a piece-by-piece approach to producing a 2D tile-based game, demonstrating how to create the various components that make up an RPG and implement them using C# and XNA Game Studio 3.0. By the end of the book, readers will have built a complete toolset that can be used to create data for their own RPGs. Learn how to: * Creating the characters and monsters that populate RPG worlds * Add stats and skills to allow game entities to perform actions * Populate the game world with items and treasures. Construct a conversation editor to add another degree of interaction * Create a multiple-step quest system to give players goals to research during gameplay * Creating a tile engine for displaying the world Populating the game world with items and treasure * Implementing a sound and music system * Adding multiplayer support
However , it makes player control of the character awkward as the directional
controls constantly flip or the character : appears very small or lost behind objects
, : : : : Roving ... atmosphere and lighting Top right : A scene of light 2D isometric .
Author: Dave Morris
Publisher: The Ilex Press Ltd
Reviewing the genre that most meticulously evokes a parallel life for the gamesplayer, this book looks at the conventions that underlie role-play games - the threat of evil, the archetypal playground of the 'sword-and-sorcery' setting, and so on.
Layer 0 : 0 : Block 172 Still Blocks ( 0 143-1 ) FIGURE 18.8 The map editor in the
Iridium RPG , a toolkit for creating 2D RPG games . The tile set on the right is
used to build the 2D map . are multiple environments in the game , the major
Author: Michael E. Moore
Publisher: Prentice Hall
For Introduction to Game Industry and Introduction to Game Production courses. With coherent coverage of complex topics, this text offers an overview of how the game industry works and describes how games are designed and built.
This book will teach you to use Direct3D to create 2D games . ... Although most
RPGs these days are 3D , there's a big difference between the game play
experience you get with one of these 3D games ( take Wizardry 8 , for example )
Author: Clayton Walnum
Publisher: Sams Publishing
Teaches how to write games using Direct3D, discussing such topics as how to create and manage Direct3D objects, how to program animation sequences, how to add sound effects, and how to program a role-playing game.
3DCGI FIG01 Games UNIT / 67 BUILDING INTERACTIVE WORLDS ONE AREA
WHERE 3D ANIMATION ENTERS INTO A ... FIG04 2D role playing games ( RPG
) are reasonably easy to make , compared to 3D games , but they still require a ...
Author: Chris Patmore
Publisher: Barrons Educational Series Incorporated
Desktop computer artists will find a wealth of information in this heavily illustrated book. It instructs in the principles, practice, and techniques of successful animation. The author covers all forms of animation, starting with the basics of making sketches in flip books, and concluding with the latest developments in computer-generated imagery. He demonstrates with practical examples that utilize key areas of modern animationï¿1/2cell art, stop-action with clay or plastic models, and 3D computer-generated and web-based animations. This volumeï¿1/2s six chapters cover the following topics: The art of story telling and storyboarding . . . How to create stop-action animation . . . Simple cell animation, the technique for simple movie cartoon sequences . . . Full cell animation, as used by Disney, Warner Brothers, and similar studios . . . Web animation for showcasing your skill over the Internet . . . and Computer modeling and animation, including 3D modeling. The bookï¿1/2s concluding sections discuss modern hardware and software, with emphasis on affordable beginnersï¿1/2 equipment. Also provided is an overview of the animation industry and its applications to movies, TV, and computer games. More than 250 instructive illustrations enhance this fascinating how-to volume.
Since SFML is used mainly with 2D games, the camera class exclusively uses an
orthographic projection. In this projection ... Butlet's say that we are making an
Role Playing Games(RPG), and there is a big world to explore. In that case, we ...
Author: Milcho G. Milchev
Publisher: Packt Publishing Ltd
If you are an enthusiast who is not new to the field of game development but want to exercise the countless features of SFML and build 2D games with minimal effort, this is the book for you.
This book will lay out the foundation of creating a turn-based RPG in Unreal Engine 4. The book starts by walking you through creating a turn-based battle system that can hold commands for party members and enemies.
Author: Steve Santello
Publisher: Packt Publishing Ltd
Get to grips with building the foundations of an RPG using Unreal Engine 4 About This Book Utilize a mixture of C++, Blueprints, and UMG to create a role playing game (RPG) efficiently Create reusable code chunks and elements that can easily be integrated into other games A cost effective, step-by-step guide to building and customizing an entire framework for your RPG Who This Book Is For If you are new to Unreal Engine and always wanted to script an RPG, you are this book's target reader. The lessons assume you understand the conventions of RPG games and have some awareness of the basics of using the Unreal editor to build level. What You Will Learn Program gameplay elements in C++ in Unreal Create custom game data for entities such as players and enemies Create a turn-based combat engine Design menu systems and blueprint logic Create an NPC and dialog system Integrate equipment and items Develop the foundations of a saving and loading system In Detail Now that Unreal Engine 4 has become one of the most cutting edge game engines in the world, developers are looking for the best ways of creating games of any genre in the engine. This book will lay out the foundation of creating a turn-based RPG in Unreal Engine 4. The book starts by walking you through creating a turn-based battle system that can hold commands for party members and enemies. You'll get your hands dirty by creating NPCs such as shop owners, and important mechanics, that make up every RPG such as a currency system, inventory, dialogue, and character statistics. Although this book specifically focuses on the creation of a turn-based RPG, there are a variety of topics that can be utilized when creating many other types of genres. By the end of the book, you will be able to build upon core RPG framework elements to create your own game experience. Style and approach You will follow a series of lessons detailing the elements that contribute to an RPG. By the end of the book, you will have considerably leveled up your ability to make your own game
Get to grips with building the foundations of an RPG using Unreal Engine 4.xAbout This Book- Utilize a mixture of C++, Blueprints, and UMG to create a role playing game (RPG) efficiently- Create reusable code chunks and elements that can ...
Author: Steve Santello
Publisher: Packt Publishing
Get to grips with building the foundations of an RPG using Unreal Engine 4About This Book• Utilize a mixture of C++, Blueprints, and UMG to create a role playing game (RPG) efficiently• Create reusable code chunks and elements that can easily be integrated into other games• A cost effective, step-by-step guide to building and customizing an entire framework for your RPGWho This Book Is ForIf you are new to Unreal Engine and always wanted to script an RPG, you are this book's target reader. The lessons assume you understand the conventions of RPG games and have some awareness of the basics of using the Unreal editor to build level.What You Will Learn• Program gameplay elements in C++ in Unreal• Create custom game data for entities such as players and enemies• Create a turn-based combat engine• Design menu systems and blueprint logic• Create an NPC and dialog system• Integrate equipment and items• Develop the foundations of a saving and loading systemIn DetailNow that Unreal Engine 4 has become one of the most cutting edge game engines in the world, developers are looking for the best ways of creating games of any genre in the engine. This book will lay out the foundation of creating a turn-based RPG in Unreal Engine 4.The book starts by walking you through creating a turn-based battle system that can hold commands for party members and enemies. You'll get your hands dirty by creating NPCs such as shop owners, and important mechanics, that make up every RPG such as a currency system, inventory, dialogue, and character statistics. Although this book specifically focuses on the creation of a turn-based RPG, there are a variety of topics that can be utilized when creating many other types of genres.By the end of the book, you will be able to build upon core RPG framework elements to create your own game experience.Style and approachYou will follow a series of lessons detailing the elements that contribute to an RPG. By the end of the book, you will have considerably leveled up your ability to make your own game
To which of the shooter game subgenres do you think your game belongs? Is it a
rail-shooter, a tactical shooter, an arena game, an open-world game? Is it a
hybrid of two or more of these? Is it a hybrid with other genres, such as an RPG?
Author: Ernest Adams
Publisher: New Riders
You understand the basic concepts of game design: gameplay, user interfaces, core mechanics, character design, and storytelling. Now you want to know how to apply them to the shooter games genre. This focused guides gives you exactly what you need. It walks you through the process of designing for the shooter game genre and shows you how to use the right techniques to create fun and challenging experiences for your players.