Difference between revisions of "Recommended reading"
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Goes into detail on how the interactive feedback loops between the player and the game rules work. A lot of it is about real-time games, but concerns about space, input and response matter for turn-based roguelikes as well. | Goes into detail on how the interactive feedback loops between the player and the game rules work. A lot of it is about real-time games, but concerns about space, input and response matter for turn-based roguelikes as well. | ||
[[rsaarelm]] | |||
</blockquote> | |||
== The Non-Designer's Design Book == | |||
Robin Williams (ISBN 0-32153-404-2) | |||
<blockquote> | |||
Principles of visual and typographic design. Worth a look, even a text-based display can benefit from a nice visual layout. | |||
[[rsaarelm]] | |||
</blockquote> | |||
== Rules of Play == | |||
Katie Salen and Eric Zimmerman (ISBN 0-12374-328-1) | |||
<blockquote> | |||
Theoretical book on the design, playing and culture of games. Very nice for getting a wider perspective on game design. | |||
[[rsaarelm]] | [[rsaarelm]] | ||
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== Tabletop: Analog Game Design == | == Tabletop: Analog Game Design == | ||
Drew Davidson, Greg Costikyan, et al (ISBN 1-25787-060-2) [[http://www.etc.cmu.edu/etcpress/content/tabletop-analog-game-design online]] | Drew Davidson, Greg Costikyan, et al (ISBN 1-25787-060-2) [[http://www.etc.cmu.edu/etcpress/content/tabletop-analog-game-design online]] | ||
== The Visual Display of Quantitative Information == | |||
Edward Tufte (ISBN 0-96139-214-2) | |||
<blockquote> | |||
A classic on visualizing information. Constantly drives home how it's important to think what you're doing with visual representations and what pitfalls there might be. Should go well with the minimalist aesthetic and the idea of maximizing useful on-screen information in roguelikes. | |||
[[rsaarelm]] | |||
</blockquote> | |||
== Envisioning Information == | |||
Edward Tufte (ISBN 0-96139-211-8) | |||
<blockquote> | |||
Sequel to ''The Visual Display of Quantitative Information'', more tricks for visualizing lots of information with graphics. | |||
[[rsaarelm]] | |||
</blockquote> |
Revision as of 14:02, 2 January 2012
Books and articles that might be of use for designing and developing roguelikes.
Development
Artificial Intelligence for Games
Ian Millington (ISBN 0-12497-782-0)
Very comprehensive look on various AI techniques for games, such as pathfinding, tactical decision making and agent communication. Also discussing support architecture for game AI and relating the AI to wider game design concerns.
Game Coding Complete, 3rd edition
Mike McShaffry (ISBN 1-58450-680-6)
A very comprehensive work on how to program AAA games, from an author who worked on Origin's Ultima games and on Thief: Deadly Shadows. Assumes a working knowledge of C++ and dives straight into how you set up the actual game program on Windows, with lots of tricks of the trade from real projects. The explanation on how to set up the game engine using process, actor and event classes and how to program input devices and user interfaces are very useful for roguelike development. Chapters about managing caches for massive asset libraries and working with complex 3D graphics less so.
The Pragmatic Programmer
Andrew Hunt and Dave Thomas (ISBN 0-201-61622-X)
Design
The Art of Computer Game Design
Chris Crawford (ISBN 0-88134-117-7)
The Art of Game Design: A Book of Lenses
Jesse Schell (ISBN 0-12369-496-5)
Game Design: Theory and Practice
Richard Rouse (ISBN 1-55622-735-3)
Game Feel
Steve Swink (ISBN 0-12374-328-1)
Goes into detail on how the interactive feedback loops between the player and the game rules work. A lot of it is about real-time games, but concerns about space, input and response matter for turn-based roguelikes as well.
The Non-Designer's Design Book
Robin Williams (ISBN 0-32153-404-2)
Principles of visual and typographic design. Worth a look, even a text-based display can benefit from a nice visual layout.
Rules of Play
Katie Salen and Eric Zimmerman (ISBN 0-12374-328-1)
Theoretical book on the design, playing and culture of games. Very nice for getting a wider perspective on game design.
Tabletop: Analog Game Design
Drew Davidson, Greg Costikyan, et al (ISBN 1-25787-060-2) [online]
The Visual Display of Quantitative Information
Edward Tufte (ISBN 0-96139-214-2)
A classic on visualizing information. Constantly drives home how it's important to think what you're doing with visual representations and what pitfalls there might be. Should go well with the minimalist aesthetic and the idea of maximizing useful on-screen information in roguelikes.
Envisioning Information
Edward Tufte (ISBN 0-96139-211-8)
Sequel to The Visual Display of Quantitative Information, more tricks for visualizing lots of information with graphics.