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Patrick McCabe - Create Computer Games: Design and Build Your Own Game

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Patrick McCabe Create Computer Games: Design and Build Your Own Game
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PUT DOWN YOUR CONTROLLER

Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create!

  • Decipher the code build some basic knowledge of how computer code drives videogames
  • Get animated create simple graphics and learn how to put them in motion
  • Update a classic put your knowledge together to put your modern twist on a classic game
  • Patrick McCabe: author's other books


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    CREATE COMPUTER GAMES DESIGN AND BUILD YOUR OWN GAME Published by John Wiley - photo 1

    CREATE COMPUTER GAMES DESIGN AND BUILD YOUR OWN GAME Published by John Wiley - photo 2

    CREATE COMPUTER GAMES DESIGN AND BUILD YOUR OWN GAME

    Published by: John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030-5774, www.wiley.com

    Copyright 2018 by John Wiley & Sons, Inc., Hoboken, New Jersey

    Published simultaneously in Canada

    No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the Publisher. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions .

    Trademarks: Wiley, For Dummies, Dummies.com, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and may not be used without written permission. All other trademarks are the property of their respective owners. John Wiley & Sons, Inc. is not associated with any product or vendor mentioned in this book.

    LIMIT OF LIABILITY/DISCLAIMER OF WARRANTY: THE PUBLISHER AND THE AUTHOR MAKE NO REPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE ACCURACY OR COMPLETENESS OF THE CONTENTS OF THIS WORK AND SPECIFICALLY DISCLAIM ALL WARRANTIES, INCLUDING WITHOUT LIMITATION WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. NO WARRANTY MAY BE CREATED OR EXTENDED BY SALES OR PROMOTIONAL MATERIALS. THE ADVICE AND STRATEGIES CONTAINED HEREIN MAY NOT BE SUITABLE FOR EVERY SITUATION. THIS WORK IS SOLD WITH THE UNDERSTANDING THAT THE PUBLISHER IS NOT ENGAGED IN RENDERING LEGAL, ACCOUNTING, OR OTHER PROFESSIONAL SERVICES. IF PROFESSIONAL ASSISTANCE IS REQUIRED, THE SERVICES OF A COMPETENT PROFESSIONAL PERSON SHOULD BE SOUGHT. NEITHER THE PUBLISHER NOR THE AUTHOR SHALL BE LIABLE FOR DAMAGES ARISING HEREFROM. THE FACT THAT AN ORGANIZATION OR WEBSITE IS REFERRED TO IN THIS WORK AS A CITATION AND/OR A POTENTIAL SOURCE OF FURTHER INFORMATION DOES NOT MEAN THAT THE AUTHOR OR THE PUBLISHER ENDORSES THE INFORMATION THE ORGANIZATION OR WEBSITE MAY PROVIDE OR RECOMMENDATIONS IT MAY MAKE. FURTHER, READERS SHOULD BE AWARE THAT INTERNET WEBSITES LISTED IN THIS WORK MAY HAVE CHANGED OR DISAPPEARED BETWEEN WHEN THIS WORK WAS WRITTEN AND WHEN IT IS READ.

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    Wiley publishes in a variety of print and electronic formats and by print-on-demand. Some material included with standard print versions of this book may not be included in e-books or in print-on-demand. If this book refers to media such as a CD or DVD that is not included in the version you purchased, you may download this material at http://booksupport.wiley.com . For more information about Wiley products, visit www.wiley.com .

    Library of Congress Control Number: 2017959162

    ISBN: 978-1-119-40418-7 (pbk); ISBN: 978-1-119-40422-4 (ebk); ISBN: 978-1-119-40424-8 (ebk)

    Create Computer Games - Design and Build Your Own Game
    Table of Contents
    Guide
    Pages
    Introduction

    This book explains the basics of game design using the free game development tool Unity. This book was created to make Unity accessible for young adults who are interested in the process of game design but dont know where to begin.

    Game design is tough. It involves figuring out and understanding everything from design to coding. Knowing where to begin is daunting and can feel inaccessible. Just keep in mind that no one starts off great at game design. You dont need to know everything to start, and thinking that you do is one of the hardest challenges to overcome.

    This book was written to get people like me to start thinking about game design in a different way. This book isnt about making a perfect game or about teaching you everything about game development or even Unity. This book is a starting line. It teaches the basics and encourages you to think about games differently.

    ABOUT THIS BOOK

    This book was written with the thought that games are tough to make and that coding is confusing. Think of this like a cookbook that explains why you use two eggs instead of three and what the pepper does to help bring out the flavor. The codes and game development that this book walks you through are approached from the bottom up. Things make sense when you understood why certain codes or components are needed. Just knowing the ingredients to a recipe doesnt teach you how to cook.

    FOOLISH ASSUMPTIONS

    This book was written for teenagers who have an interest in developing games. People who have spent years working in game design will find this book repetitive and probably not useful at all. I dont pretend that this teaches everything about game design I know for a fact that it doesnt. This book is an introduction to the field, so it was made for people who have little to no idea where to even begin when they design their games. Some rudimentary typing skills and access to a computer and the Internet are all you really need to read this book. Youll also need a copy of Unity, which you can download for free (Ill show you how).

    ICONS USED IN THIS BOOK

    Throughout this book, I use the following icons:

    Create Computer Games Design and Build Your Own Game - image 3 Tips give some clarifications or offer shortcuts. I use tips to help you understand the program better or do things in an easier way.

    Picture 4 Anything marked by the Remember icon reminds you of principles or ideas that you should think about throughout your game development.

    WHERE TO GO FROM HERE

    This book takes you step by step through the process of designing a 3D platformer. If you have a clear idea of what game development is and know about Unitys interface, you can skip the first two chapters and start with , where I dive into actually developing a game.

    use a separate program known as Blender and go into the basics of animation. If you arent interested in adding animation or you already have animations you want to include in your game, you can skip those chapters.

    All the other chapters build off of each other and are designed to take you through the steps necessary for developing an example game that youll build with this book.

    In this chapter youll ask yourself questions about not just your games but all - photo 5

    In this chapter, youll ask yourself questions about not just your games but all games. When youre designing computer games, you need to think about the fundamental reasons people play games in the first place. The reasons people play strategy games arent the same reasons they play horror games. Both kinds of games are fun, but for very different reasons. The goal of this chapter is to help you understand what those reasons are so that the games you design deliver what your players are looking for.

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