Difference between revisions of "Recommended reading"
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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. | 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. | ||
[[rsaarelm]] | |||
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== The C Programming Language == | |||
Brian Kernighan and Dennis Ritchie (ISBN 0-13110-362-8) | |||
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The definitive book on C programming. Read this if you want to program entire games or component code called from a higher level language in C. | |||
[[rsaarelm]] | |||
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== The C++ Programming Language == | |||
Bjarne Stroustrup (ISBN 0-20132-755-4) | |||
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The book on C++ from the creator of the language. Explains the basic language, the Standard Template Library and some best practices. If you want to use C++, you won't figure out this stuff without a book. | |||
[[rsaarelm]] | |||
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== Code Complete == | |||
Steve McConnell (ISBN 0-73561-967-0) | |||
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Classic compendium of practical programming advice. | |||
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== The Pragmatic Programmer == | == The Pragmatic Programmer == | ||
Andrew Hunt and Dave Thomas (ISBN 0-201-61622-X) | Andrew Hunt and Dave Thomas (ISBN 0-201-61622-X) | ||
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A collection of advice for programming and various related activities, such as documenting, collecting requirements, debugging and figuring out just how to go from a real-world idea into a realizable program. | |||
[[rsaarelm]] | |||
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= Design = | = Design = | ||
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== The Art of Game Design: A Book of Lenses == | == The Art of Game Design: A Book of Lenses == | ||
Jesse Schell (ISBN 0-12369-496-5) | Jesse Schell (ISBN 0-12369-496-5) | ||
== Envisioning Information == | |||
Edward Tufte (ISBN 0-96139-211-8) | |||
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Sequel to ''The Visual Display of Quantitative Information'', more tricks for visualizing lots of information with graphics. | |||
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== Game Design: Theory and Practice == | == Game Design: Theory and Practice == | ||
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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. | 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]] | [[rsaarelm]] | ||
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Revision as of 14:27, 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.
The C Programming Language
Brian Kernighan and Dennis Ritchie (ISBN 0-13110-362-8)
The definitive book on C programming. Read this if you want to program entire games or component code called from a higher level language in C.
The C++ Programming Language
Bjarne Stroustrup (ISBN 0-20132-755-4)
The book on C++ from the creator of the language. Explains the basic language, the Standard Template Library and some best practices. If you want to use C++, you won't figure out this stuff without a book.
Code Complete
Steve McConnell (ISBN 0-73561-967-0)
Classic compendium of practical programming advice.
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)
A collection of advice for programming and various related activities, such as documenting, collecting requirements, debugging and figuring out just how to go from a real-world idea into a realizable program.
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)
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.
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.