Difference between revisions of "Recommended reading"
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== Game Design: Theory and Practice == | == Game Design: Theory and Practice == | ||
Richard Rouse (ISBN 1-55622-735-3) | Richard Rouse (ISBN 1-55622-735-3) | ||
== Game Feel == | |||
Steve Swink (ISBN 0-12374-328-1) | |||
<blockquote> | |||
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> | |||
== 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]] |
Revision as of 13:39, 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.
Tabletop: Analog Game Design
Drew Davidson, Greg Costikyan, et al (ISBN 1-25787-060-2) [online]