Basics of Game Design is for anyone wanting to become a professional game designer. Focusing on creating the game mechanics for data-driven games, it covers role-playing, real-time strategy, first-person shooter, simulation, and other games. Written by a 25-year veteran of the game industry, the guide offers detailed explanations of how to design the data sets used to resolve game play for moving, combat, solving puzzles, interacting with NPCs, managing inventory, and much more. Advice on developing stories for games, building maps and levels, and designing the graphical user interface is also included.
Preface
Acknowledgments
Introduction
Making Games
Game Play and Game Data
Designers and the Development Process
The Designer’s Role in Game Development
Conclusion
Exercises
Game Play and Game Mechanics
Game Play and the "Fun Factor"
Assigning Percentages to Game Play
Play Elements for Game Genres
What Is Not Game Play
Mechanics of Game Play
Modeling Reality
The Fudge Factor
Conclusion
Exercises
Math and Logic in Games
Probability and Statistics
Randomization in Games
Percentages
Percentages in Video Games
Keeping the Math Simple
Defining Play through Algorithms
Logic and Scripting Languages
Conclusion
Exercises
Inside Game Mechanics
On Movement
Scale
Graphical Interface Requirements
Military Scales
Regulating Movement in Wargames
Game Statistics for Movement
Terrain Features
Strategic Movement Map (World Map)
Movement Rates
Movement Algorithm
Random Encounters
Items on the Map
Conclusion
Exercises
On Combat
Rock-Paper-Scissors
Turn-Based vs. Real-Time Combat
Combat Attributes (Statistics)
Combat in Role-Playing Games
RPG Combat Algorithms
Combat Table
Critical Hit Table
Magic/Technology Combat
Fleeing Combat
Combat in Wargames
Attributes in Wargames
Combat in Turn-Based Wargames
Sequence of Play in Wargames
Combat in Real-Time Strategy Games
AI Design for Wargames
Conclusion
Exercises
On Characters and Monsters
Creating Player Characters
Experience Points and Leveling Up
Creating Monsters, Villains, and Allies
Treasure Tables
Sports Game Characters
Conclusion
Exercises
On Items
Item Categories
Game Functions of Items
Item Chart
Designing Weapons
Item Types: Hand Weapons
Item Types: Ranged Weapons
Item Types: Exotic Weapons
Item Types: Armor
Item Types: Potions and Scrolls
Item Types: Auxiliary Equipment
Inventory
Store Inventories
Resources
Money
Conclusion
Exercises
On Magicks and Technologies
Magic in Games
Technology in Games
Technology Trees
Conclusion
Exercises
On Puzzles in Games
Elements of Puzzles
Categories of Puzzles
Randomization in Puzzle Games
Designing Puzzles that Appear in Games
Quests as Puzzles
Adventure Games
Conclusion
Exercises
Implementing the Design
Storytelling in Games
Stories in Games
Problems with Game Stories
Structuring Stories in Games
Linking Plot to Game Play
Creating a Game Story
Dialogue in Games
Conclusion
Exercises
Designing Playfields
2D Maps
3D Levels
Designing Playfields
Scripting Languages and Playfield Design
Point-of-View in Playfield Design
Problems in Playfield Design
Planning Before Building
Conclusion
Exercises
Interface Design
Graphical User Interface
Designing the GUI
Game Controls
Feedback
Conclusion
Exercises
A Conversation with Chris Taylor
Introduction
Chris’s Background in Games
Preproduction Phase
Production Phase
Final Thoughts
Credits
Index
About the Author
Biography
Michael Moore
A ‘must’ for any serious game programmer or designer!
—Midwest Book Review, December 2011this work is unique in its focus. … this book dives into the tables, charts, and numbers behind game mechanics that power game play. Each chapter ends with exercises that reinforce the material being covered and invites the reader to look outside video games for insight and inspiration. For students and professionals alike, this book can be a helpful reference and design toolbox. … Highly recommended.
—A. Chen, CHOICE, October 2011