Game Design: Theory & Practice- P21

Chia sẻ: Cong Thanh | Ngày: | Loại File: PDF | Số trang:9

0
35
lượt xem
4
download

Game Design: Theory & Practice- P21

Mô tả tài liệu
  Download Vui lòng tải xuống để xem tài liệu đầy đủ

Game Design: Theory & Practice- P21: My earliest recollection of playing a computer game was when I stumbled upon a half-height Space Invaders at a tiny Mexican restaurant in my hometown. I was perhaps six, and Space Invaders was certainly the most marvelous thing I had ever seen, at least next to LegoLand.

Chủ đề:
Lưu

Nội dung Text: Game Design: Theory & Practice- P21

  1. 578 Index choices, xviii, 50-51, 58, 125-128, 215, 234, 283, playtesting, xix, xxi, 18-19, 36, 98-99, 137, 140, 173, 400, 424-425 180-181, 183, 193-194, 197, 257-259, 341, 385-386, comprehension, 23, 25, 60, 279, 441-442 401, 431-432, 457, 469-470, 472-488 creativity of, 245, 265, 352, 441 coaching during, 481 expectations, 8-19, 131-132, 160-161 complaints about game design, 482 failure in game, 14, 424 early, 479 families, 204 fresh eyes, 475 fooling, 456 guided vs. unguided, 482-483 freedom in game-world, 129, 284, 397 how to, 481-482 hard-core gamers, 88, 135, 203, 208, 243, 261-262, time for, 479-480 311-312, 374, 394, 397, 459, 463, 475, 477 watching instead of telling, 481 high-brow, 190 plot, 230-231, 283 involvement of, 216-218 pocket veto, 260 Y knowledgeable of subject matter, 31, 34, 398, point-and-click, 49, 191, 239-241, 324, 337, 357, 438 457-458 adventure games, 191 FL leading, 433 Pokemon, 1 learning, 453 Pole Position, 420 low-brow, 200 political gameplay, 25 AM mainstream, 357 Pong, 100, 105, 95 middle-brow, 190 popularity, 198 novice players, 135, 208, 243, 257 Populous, 44 novice vs. expert, 138 pop-up menus, 286-287, 390, 402-403 TE pride, 391, 393, 409 ports, 93, 104-105, 110, 276-278, 294, 388 reacting to, xviii, 148, 159, 329, 330, 362 Portwood, Gene, 350 respect for, 361 positive reinforcement, 12 responsibility of, 226-227 PR, 186, 202, 302 rewards for, 134, 243, 417, 422, 427 predetermined, 214, 229-230, 418 risk taking, 155 outcome, 397 sense of accomplishment, 101, 154-155 story, 165, 246-247 success, 11, 14, 234, 424 predictably buggy, 394 teaching, 132-136, 145, 405 pre-production, 334, 412 women gamers, 101-102 prequel, 188 younger gamers, 184 press, xx, 147, 186, 202, 234-235, 364, 372 playing experience, 482 Prime Target, 53 “playing it in my mind,” 99 primrose path games, 366 playing other games, 486 Prince of Persia, 133, 142, 326, 346, 350, 351, 352, playing pieces, 26-27 354-355, 367-368, 374-377, 375 playing the game, 35-36, 250, 472 Prince of Persia 2, 352, 356, 377 playing time, 205, 208-209, 349 Prince of Persia 3D, 373-374, 377 PlayStation, 112, 135, 139, 409 producers, xix, 76, 207, 249, 298-300, 322, 337, PlayStation 2, 288 342-343, 371, 467 playtesters, xxii, 136, 183, 204, 256-257, 375, 459, production cycle, see development cycle 473-478 production values, 186 first-impression, 475, 477, 479-480 profitability, 91, 185 friends as, 477-478 programmers, xix, xxi, 76, 83-84, 102, 114, 152, 160, kleenex testers, 469, 475 166, 170-171, 173, 176, 207, 249, 254, 259-261, traditional, 475, 480, 482 265, 301, 308, 324, 328, 330-331, 333-334, 340, trusting, 479 342, 379-380, 383, 385-386, 388-389, 410, 421, 438, who should test, 474-477 453-454, 466, 474, 484 Team-Fly®
  2. Index 579 designer/programmers, 33-34, 71-72, 82-83, 116, reacting to player, xviii, 148, 159, 329-330, 362 209, 259-261, 308, 466 realism, 36-37, 160, 166, 170, 274, 278, 361, 399, vs. designers, 390-393 452-453, 469 programming, xvii, xix, xxi, 96-97, 100-101, 106, 108, modeling, 130-132, 145 114, 128, 171, 183, 208, 265, 268, 301, 348, 351, vs. abstraction, 132 368-369, 371-372, 375-376, 379-380, 388, 433, vs. cartoons, 285 435-436, 463-464, 473 real-time, 22, 28-29, 68, 222-223, 341, 354, 356, 364 complexity of tasks, 393 3D graphics, xxi, 138, 221, 374 Project Z, 452-453 graphics vs. pre-rendered, 327 proof-of-concept, 250 vs. turn-based, 21, 22 proposal document, 293-294 real-time strategy games, xxi, 20-22, 28-30, 43, 52, 58, proprietary tools, 386, 388 138-139, 162, 208, 212, 305-312, 314, 324, 331-333, protectionist, 394 335, 423, 429, 447-448, 473 prototyping, 34-35, 37-38, 117-118, 250, 253-254, Rear Window, 356 256-257, 262, 448 reasonable solutions, 10, 194 publisher, 74, 76, 157, 202, 245, 254, 274, 276, recombining game elements, 351 292-293, 295, 302, 312, 343, 368-369, 371, 434, 439 Red Baron, the, 110 Pulitzer Prize, 447 red herrings, 246 puzzle games, 105, 112, 147-149, 189, 413 Red Planet, 181 puzzles, 13, 15, 68, 122-124, 126, 129-130, 136, redoing work, 83, 85-87, 173, 194, 251-253, 258, 313, 148-149, 156, 183-184, 191, 193-194, 200, 202, 209, 413, 426-427, 429 211-212, 243, 245-246, 326, 332, 335, 366-367, 410, releasing development tools, 394, 464 412, 417, 421, 425, 429, 483 remakes, 8, 10, 27, 53-54, 86, 114-115 arbitrary, 243, 415 repetition, 15-16, 319, 460-461 single-solution, 148 replaying games, 129, 169, 208, 242, 246, 418 representation vs. abstraction, 283 Q research materials, 26 Q*Bert, 63 respect for the player, 361 Quake, 3, 44, 46-47, 91, 138, 143-144, 284, 313, 325, responses to input, 210-211, 224-225 328, 338, 381, 410-411, 419, 468 Return of the Jedi, 181 Quake II, 47, 313 revolutionary improvements, 40, 434 Quake III Arena, 55, 412, 413, 427, 428 rewards for the player, 134, 243, 417, 422, 427 Quake IV, 55 rewatching, 223 Quake XIII, 55 rewinding the game, 364 quality games, 197, 237, 407 reworking, 83, 85-87, 173, 194, 251-253, 313, 413, 426-427, 429, 258 R Reynolds, Brian, 158 racing games, 44, 396, 408, 420, 429 Rich Text Format, 318-319 Radio Shack, 195 Riot Engine Level Editor, 389, 392 Raid Over Bungeling Bay, 435-436, 471 Rivera, Greg, 109 Raid Over Bungeling Bay II, 468 Road Runner, 105-106 Raider, 53 Roberts, Chris, 270-271 Raiders of the Lost Ark, 350 Robotron 2084, 161, 162, 332 Railroad Tycoon, 20-21, 23-26, 24, 26, 30, 34, 39, 41, Rocket Science Games, 205 325 rock-paper-scissors, 275-276 Railroad Tycoon II, 39 role-play, 8, 12-13, 23-24 Rains, Lyle, 94, 98 role-playing games, xx, 43, 45, 48, 50-51, 82, 101, 122, ramping up difficulty, 14, 62, 70, 149, 151, 154-155, 127, 130-131, 135, 141-142, 160, 167, 188, 201-203, 232, 409, 411, 483 208, 217-218, 237, 298, 324, 333-335, 368, 396, randomness, 92, 102-103, 114, 152-155, 159-160, 408, 416, 418, 420, 422, 429 165-167, 176, 226, 299, 336, 443, 448, 453
  3. 580 Index RollerCoaster Tycoon, 32-33 script, xix, 251, 254, 294, 297-300, 303 romance, 58, 171 scripted behaviors, 224, 226 Ronin, 365 scripted events, 48, 177, 390, 457 Rotberg, Ed, 111 scripting languages, 388-390, 463-464 rotoscoping, 348, 363, 370-371 compiling, 389-390 Royce, Wanda, 268 scriptwriters, 230-231, 299, 371, 411 RPGs, see role-playing games SCUMM Story System, 49, 238-239 RT3D, see real-time 3D graphics seamless world, 410 RTS, see real-time strategy games Seastalker, 184 Rubik’s Cube, 2 second guessing, 477-478 Rubin, Owen, 94 Secret of Monkey Island, The, 238-239, 244 rules Sega, 460 of game design, 19, 22, 40, 101, 122, 145, 237, 486 Sega Dreamcast, 93, 120, 388 of level design, 421-425 selection of challenges, 126-127 of the game-world, 114, 361 Sente, 111 Russia, 147, 151, 157 sequels, 39, 95, 188, 274, 276-277, 296-297, 332, 372-373, 449-451, 478 S serious games, 184-186, 202, 270 S.S.I., 267 setting, xviii, 53-54, 75, 151, 157, 171, 294, 415, 423 Sakaguchi, Hironobu, 33 Settlers of Catan, The, 3 sales, 188-190, 202, 211-212, 276, 295, 301-302, Seven Samurai, The, 348, 349 367-368 Shakespeare, William, 197, 287 San Francisco Rush, xviii, 15, 93, 102, 113, 114, 120, shareware, xxi, 157, 186 215, 397, 413, 420, 422 Shattertown Sky, 282 San Francisco Rush 2, 120 Shaw, Carol, 100 San Francisco Rush 2049, 119, 120 shell-shocked, 168-169, 226 Santa Fe Research Institute, 444 Shelley, Bruce, 24 satire, 201 Sheppard, Dave, 99 save/load game, 15-16, 337, 364, 409 Shogun, 189 automatic/checkpoint, 16 shooters, 53, 68, 112, 118, 334 Saving Private Ryan, 280 show don’t tell, 167, 224, 227 scale, 24, 27, 30-31 side-scrollers, 408 scenarios, 30-31, 336, 419 side-view, 327, 373 scents, 196 Sierra, 190, 192, 249 schedules, 55, 57, 85, 115-116, 176, 197, 249-250, 295, adventure game engine, 190 301-302, 369-371, 480 Silent Service, 41 scheme for world domination, 171 silent slapstick comedy, 59 Schenectady, 42 Silicon Valley, 281 Schindler’s List, 280 Sim games, 142, 444 schlack, 417 SimAnt, 444, 446-449, 446, 448, 452, 471 science fiction, 181-182, 187 encyclopedia in, 447 Science Fiction Authors of America, 180 interest in subject matter, 337 scope, 21, 80 meta-level disasters, 448 scoring, 5-6, 60, 63-64, 70, 100, 102, 104, 142, 151, mystery button, 447-448 153-155, 422 SimCity, xviii, 11-12, 21, 26, 32, 34, 131, 186, 235, 279, Scrabble, 3 325, 332, 336, 379, 403, 408, 434, 436-440, 436, SCRAM, 290 438, 441, 443-444, 448-451, 457, 460, 469, 470-471 scratch ’n’ sniff, 196 disasters in, 442-443 screenshots, 157, 417 inspiration for, 436 screenwriting, 350-351, 376-377 SimCity 2, 447
  4. Index 581 SimCity 2000, 336, 438, 444, 448-451, 449, 471 Solo Flight, 41 SimCity 3000, 11, 438, 451-452, 452, 459-460, 467 solo game development, xxi, 80-81, 115, 292, 368-369 SimCopter, 450, 451-452, 468, 471 Sony PlayStation, 112, 135, 139, 288, 409 SimEarth, 279, 398, 443, 444-446, 445, 448, 469, 471 sophisticated games, 407 audio in, 444-445 Sorcerer, 188-189, 193, 211, 213 SimFarm, 444 sound, see audio SimLife, 444 source code release, 267-268 simple games, 203-204 Space Bar, The, 180, 204, 205, 206, 211, 213 simplicity in game design, 93, 97, 147, 151-152, Space Invaders, xvii, 6, 53-54, 61, 64-65, 180, 379, 408 155-157, 237, 239, 241, 352, 364, 401, 481 Space Lords, 111-112, 120 simplification, 279, 287, 312, 458 Space War, 100, 114 Sims, The, xx, 32, 136, 144, 160, 161, 249, 287-288, Spectrum Holobyte, 151 327, 395-405, 397, 399, 402, 404, 434, 440, 442, Spellcasting 101: Sorcerers Get All the Girls, 199, 213 444, 448, 450, 452, 454, 456, 457-459, 460, 461, Spellcasting 201: The Sorcerer’s Appliance, 200, 213 463-464, 465, 467, 469, 470, 471, 475, 476, 487 Spellcasting 301: Spring Break, 213 accessibility, 459 Spellcasting series, 198-200 interpretation by players, 456-457 Spiegelman, Art, 280 social aspects of, 396, 456, 463 Spitfire Ace, 41 SimTower, 444 spoiled brats, 13, 230 simulation rides, 119 sports games, 15, 82, 101, 112, 249, 379, 408-409, 423, simulations, 7-8, 11-12, 20, 88, 110, 118, 160, 208, 278, 429 287, 396, 398-399, 405, 416, 436, 438, 441, 447, Sprint, 95 454-455, 458 Spyro the Dragon, 135, 409 economic, 7-8, 24-26, 82, 130, 444 stadiums, 379, 408 economic vs. biological, 444 stage directions, 298 modeling, 436-437 stage plays, 228 single-button interface, 239 standard documentation, 302-303, 317, 337 single-player games, 3, 5, 153, 178, 222, 491 standard interfaces, 29, 35, 139-140 single-screen play, 62, 150 Stanford, 95, 100, 453 Sinistar, 64 Star Raiders, 267 sketches of levels, 427, 429 Star Trek, 95, 231 skins, 440 Star Wars, 36, 181, 205, 280 sliding number puzzles, 148 StarCraft, xviii, 30, 32, 138, 139, 162, 332, 381-382, Slingo, 41 408-409, 412, 420 small decisions/big decisions, 39-40 StarCraft Campaign Editor, 382, 390-392, 391 small working environment, 33 Starcross, 181, 187, 196 Smoking Car Productions, 370 Stationfall, 188, 209, 213 smooth visual experience, 355 statistics, 325, 327, 335, 341, 396 Snow Carnage Derby, 77-79, 88-90 Status Line, The, 205 focus, 78-79, 90 Stealey, Bill, 38 Snow White and the Seven Dwarfs, 348, 362 Steel Talons, 110-111, 118-119, 120 snowmobiles, 77 Stewart, James, 356 Snyder, Doug, 94 Stigmata, 365 So Long and Thanks for All the Fish, 183 story, xviii, 43, 45-51, 53-54, 63-64, 81, 90, 119, 125, socializing in games, 3-5, 163, 165, 277-278 151, 157, 182, 184, 204, 208-209, 211, 215, 238, socially relevant, 316, 468 244-247, 249, 294-298, 303, 305, 310-311, 322, 332, socially unacceptable behavior, 7 353-354, 364, 366-367, 396, 410-411, 416-417, 423, Softimage, 387 427, 440 software toys, 11-12, 336, 397-440 changes in outcome, 232, 245 solitaire games, 3, 5, 153, 178, 222, 491 dramatic, 217
  5. 582 Index epic, 39-40, 80 Suspended, 208 game, 230-234 suspension of disbelief, 12-13, 135, 221, 362, 399 non-linear, 50-51, 81 switch flipping, 415 player’s significant role in, 232 symmetry, 155-157 plot, 230-231, 283 Synapse Software, 190 predetermined, 165, 246-247 synergies, 205, 415 pre-written, 263 system dynamics, 436-437 uncovering, 465 System Shock, 142 unique, 234 systems, 484 vs. puzzles, 198 combining, 25-26, 28, 400 story bible, 295-297, 300, 303 complex, 122-124, 141, 279 format of, 296 interesting, 25 storyboards, 301 phase-space of, 441 storybook, 356 sophisticated, 398 storytelling, xix, 7, 18, 39-40, 48-51, 53-54, 126, 167-171, 214-237, 246-247, 276, 295, 310-311, 340, T 346, 367, 413, 415-416, 418, 421, 432, 465-466 taboo activities, 7 dynamic, 169, 218, 263 tactical combat, 29, 264, 309 game techniques, 218-228 Tajiri, Satoshi, 1 images, 220 Tank 8, 107 in-game, 219, 224-227, 310 Tanktics, 265, 290 missing, 226-227 target audience, 477-478, 482 NPC behaviors, 225 teaching the player, 132-136, 145, 405 non-linear, 377 team (development) xxi, 73-74, 82-85, 117, 173, 249, out-of-game, 219-224 253, 257-258, 292, 294, 301-303, 313, 317-318, parent/child, 217, 289 321-323, 341, 343-344, 368, 378, 387-388, 394-395, situations, 230-231 407, 411, 414, 427, 432, 450-451, 454, 473-474 strategies, 101-103, 234, 413, 425 large vs. small, 33, 466-467 strategy games, 21, 45, 48, 141, 208, 331, 336, 368, team lead, 427 408, 420, 425 teammates in games, 52, 168-169, 173-175, 225-226, campaigns in, 408 233-234 Street Fighter II, 58, 112 teamwork, 278 strong characters/personalities, 229-230, 245 technical design document, 117, 292, 294, 300, 301 Strunk, William, 291 technology, 28-29, 32, 37-38, 43-48, 51-57, 60, 74, Stubben, Dave 97 96-97, 117, 142, 147-148, 151-152, 184, 197, 207, stuck, 16-17, 243, 421 211, 218, 228, 233, 249, 250, 254-255, 259-261, sub-games, 22-23, 80, 205 267, 288-289, 294-295, 304-309, 314-315, 327, 341, sub-goals, 422 375-376, 409, 435, 451-452 success (player), 11, 14, 234, 424 tedious details, 7, 130 Summers, Larry, 268 Tekken, 8, 219 Super Breakout, 93-95, 120 Tempest, 61, 99, 104, 379 Super Mario 64, 13, 16, 44, 138, 211, 219, 229, 230, Tengen, 109 319, 320, 338, 374, 409, 413, 418-420, 423 tension, 68-71, 103, 154-155, 217, 409 Super Mario Bros., 361, 413, 414 testing, see playtesting Superhero League of Hoboken, 201, 202, 203, 208, 213 Tetris, xx, 15, 91, 101, 109-110, 120, 130-132, 146-157, superheroes, 75, 201-203 160, 165-166, 215, 332, 369, 487 Surreal Software, 389 completeness of, 156-157 surrogate, xx, 13, 62, 65-66, 138, 141, 230, 255, “next” feature, 153 324-326, 417 Texas Instruments, 275 anonymity of, 245 text, 191, 200, 224, 225
  6. Index 583 text adventures, 49, 189, 196-198, 200, 208, 237, Ultima Underworld, 406 239-240 unconventional game design, 275-276 text parser, see parsers uncovering the story, 465 Theurer, Dave, 99, 105 under the radar, 254 Thief, 215, 323, 324 understanding the game-world, 23, 25, 60, 279, Thief II, 323, 324 441-442 third-person perspective/view, 89, 133, 141-142, 245, Understanding Comics, 283, 456, 489 356 Understanding Media, 490 THQ, 206 understanding technology, 259-260 Threadbare, Bobbin, 240-241, 244 unexplored territory in game design, 32 throw away work, 251-253, 255-258, 377 unfair, 243, 258 Thurman, Bob, 185 unintuitive, 473 Thurman, Uma, 185 unique experience, 148-149 Tibet, 185 unique solutions, 122-125, 145, 441 Time Warner, 105, 110 unique stories, 234 Titanic, 188 uniqueness of a game design, xx, 75, 322, 332 Tolkien, 201 units, 26-27 Tomb Raider, 15, 79, 133, 138, 211, 230, 325, 369, 374, unpredictable, 8-9, 164-167, 251, 420 409, 413, 418, 426 Unreal, 16, 17, 411, 417 tools, 49, 289, 378-394, 421 Unreal Tournament, 3, 4, 159 development, 370 USSR, 157 proprietary, 386, 388 user available, 465-466 V topics, 21-22, 26-27, 31, 35 Valve Software, 46, 390, 410 interesting part, 31 variations on gameplay, 95, 105, 149, 250, 372 Toulouse-Lautrec, Henri, 362-363 vector hardware, 98-99 tower of Hanoi, 189 venture capitalists, 340 toys, 11-12, 336, 397-398, 439-440 Vezza, Al, 187 trackball, 65, 103 video game crash, 197, 269-270 Trameil, Jack, 110 video games vs. computer games, 197, 269-270, trial and error, 14, 424, 429 279-280 trilogies, 193 Video Pinball, 97-98, 120 Trinity, 237, 240 Vietnam, 273, 278 TRS-80, 186-187, 193 view of game-world, 141-142, 307-308, 327, 356, 373, Trust & Betrayal: The Legacy of Siboot, 263, 274-276, 451-452 275, 278, 286, 287, 290 editing view, 381 use of language, 275-276 first-person, 327, 356 Tube Chase, 111 over-the-shoulder, 373 Turing test, 159, 211 side, 327, 373 Turman, Larry, 350 third-person, 89, 133, 141-142, 245, 356 turn-based, 34, 135 violence, 77, 277-278, 375, 442-443, 462, 468 vs. real-time, 21-22, 419 Visicalc, 195 turn-based strategy games, 162-163, 331 Visicorp, 195 tutorial, 401, 134 Visio, 295 typing as interface 199, 237 vision for game design, xxi, 118, 147, 303, 337, 344, Tyrannosaurus rex, 31 433, 487-488 Visual Basic, 464 U visual medium, 167 Ultima, 215 visual representation of information, 143-144 Ultima IV: Quest of the Avatar, 316 Visual Studio, 389
  7. 584 Index Voltarr, 79 Wright, Will, 11, 279, 287, 395-396, 398, 400, 404-405, Vulcan, 384-385 434-471, 475, 487 Wrigley Field, 408 W writing, 181-183, 190, 212, 230-231, 244-245, 291, wackiness, 449, 470 368-369, 376 Wafer Thin Documents, 338-339 for games, 193, 207, 230 Waiting for Dark, 355, 376 style, 297, 318-320 War and Peace, 339 tools, 318-319 WarCraft, 28, 30, 144, 208, 305-306, 308-310, 331, with bullet points, 318, 335 418, 423 writers, 230-231, 299-300, 371, 411 WarCraft Adventures, 213 wrong reasons for working in games, 492 WarCraft II, 330 WYSIWYG, 380 wargames, 7, 20, 29, 48, 160, 167, 264-267, 273-274, 288, 416, 447-448, 468 X Warner Bros., 105-106, 300 X-Com: UFO Defense, 121 Wasteland, 227 Xybots, 93-94, 108, 109, 111, 117, 120 watching vs. doing, 17-18 Waterloo, 7-8, 48 Y Wayne Gretzky 3D Hockey, 112-113, 120 Yale, 348 Welltris, 152 Yankee Stadium, 408 Wheatley, Dennis, 195 “you can never stop playing the game” phenomenon, whiners, 393, 474 28, 401 Who Killed Marshall Robner?, 195 “you can’t do that,” 200 Who Killed Robert Prentiss?, 195 younger gamers, 184 willful self-delusion, 371 “your game is too hard,” 485-486 Williams, Robin, 38 Wilmunder, Aric, 238 Z Wilson, Edward, 447 Zeuch, David, 264 win/loss conditions, 397, 437, 440-442 ZIL, see Infocom development system Windows, 137, 143, 241, 402, 459 Ziploc bags, 195 Wing Commander, 270-271 zombies, 466 wire-frame, 381, 383, 435 Zoner editor, 382 Wishbringer, 184, 237, 240 Zork, 148, 180, 183-184, 188 Wizard, 266 Zork I, 180, 187, 195, 200, 208, 210 Wolfenstein 3D, 306 Zork II, 180-181, 187 women gamers, 101-102 Zork III, 181, 196 Wood, Dennis, 109 Zork V, 188 World War I, 110 Zork Zero: The Revenge of Megaboz, 188-189, 199, Worldcraft, 381 202, 209, 213 WorldWinner.com, 180, 206 Wright, Frank Lloyd, 405
  8. About the Companion CD The CD comes with a fully readable and searchable version of the .PDF version of this book, for those who prefer to read on their computers. It also includes an HTML docu- ment with a collection of links to various useful game design and development resources on the Internet, including all of those listed in the bibliography. The CD also contains a wide variety of software, both demos as well as fully func- tional packages. All of the software included is used by professional game developers for various aspects of game creation, ranging from sound editing to 3D modeling to image manipulation to programming to interactive storytelling. It is included to provide the reader with useful and instructive companion materials for this book. There are fourteen packages in all, covering the full range of game development software, including: l DarkBasic: Blending the power of DirectX and the remarkable ease of BASIC, DarkBasic is a language that gives absolute beginners unprecedented power to create professional software. l Erasmatron: Chris Crawford’s powerful interactive storytelling tool allows users to create their own complex interactive storytelling experiences. l Nendo: Nendo is a fine 3D modeling and 3D painting package that is both simple enough for the novice and powerful enough for the professional. l Hugo & TADS: Compilers, debuggers, and interpreters for creating sophisticated, immersive, and platform-independent text and graphical adventures. l SmartDraw: Smart Draw is a terrific program for drawing flowcharts, level layouts, and other diagrams essential to game development. l SpriteLib: SpriteLib is a free sprite graphics library for all multimedia developers. Containing well over 780 professionally drawn images in over a dozen sizes and themes, SpriteLib is the ideal tool for developing the latest generation of games. l Visual SlickEdit: Visual SlickEdit is an award-winning source code editor that increases development productivity and improves software quality. It supports most languages out of the box and is extensible to support your favorite language as well. The CD contains ReadMe.txt and ReadMe.html files, which are a good place to begin exploration of the CD. System Requirements The CD is a hybrid Windows/Macintosh disk and provides software for both platforms, though not all of the packages are available for both systems. The requirements of the different pieces of software differ from package to package. The base requirements for use of the CD are any system running Windows 95 or later, or any system with Macintosh System 7 or later.
  9. CD/Source Code Usage License Agreement Please read the following CD/Source Code usage license agreement before opening the CD and using the contents therein: 1. By opening the accompanying software package, you are indicating that you have read and agree to be bound by all terms and conditions of this CD/Source Code usage license agreement. 2. The compilation of code and utilities contained on the CD and in the book are copyrighted and protected by both U.S. copyright law and international copyright treaties, and is owned by Wordware Publishing, Inc. Individual source code, example programs, help files, freeware, shareware, utilities, and evaluation packages, including their copyrights, are owned by the respective authors. 3. No part of the enclosed CD or this book, including all source code, help files, shareware, freeware, utili- ties, example programs, or evaluation programs, may be made available on a public forum (such as a World Wide Web page, FTP site, bulletin board, or Internet news group) without the express written permission of Wordware Publishing, Inc. or the author of the respective source code, help files, shareware, freeware, utili- ties, example programs, or evaluation programs. 4. You may not decompile, reverse engineer, disassemble, create a derivative work, or otherwise use the enclosed programs, help files, freeware, shareware, utilities, or evaluation programs except as stated in this agreement. 5. The software, contained on the CD and/or as source code in this book, is sold without warranty of any kind. Wordware Publishing, Inc. and the authors specifically disclaim all other warranties, express or implied, including but not limited to implied warranties of merchantability and fitness for a particular purpose with respect to defects in the disk, the program, source code, sample files, help files, freeware, shareware, utilities, and evaluation programs contained therein, and/or the techniques described in the book and implemented in the example programs. In no event shall Wordware Publishing, Inc., its dealers, its distributors, or the authors be liable or held responsible for any loss of profit or any other alleged or actual private or commercial dam- age, including but not limited to special, incidental, consequential, or other damages. 6. One (1) copy of the CD or any source code therein may be created for backup purposes. The CD and all accompanying source code, sample files, help files, freeware, shareware, utilities, and evaluation programs may be copied to your hard drive. With the exception of freeware and shareware programs, at no time can any part of the contents of this CD reside on more than one computer at one time. The contents of the CD can be copied to another computer, as long as the contents of the CD contained on the original computer are deleted. 7. You may not include any part of the CD contents, including all source code, example programs, share- ware, freeware, help files, utilities, or evaluation programs in any compilation of source code, utilities, help files, example programs, freeware, shareware, or evaluation programs on any media, including but not lim- ited to CD, disk, or Internet distribution, without the express written permission of Wordware Publishing, Inc. or the owner of the individual source code, utilities, help files, example programs, freeware, shareware, or evaluation programs. 8. You may use the source code, techniques, and example programs in your own commercial or private applications unless otherwise noted by additional usage agreements as found on the CD. Warning: Opening the CD package makes this book non-returnable.
Đồng bộ tài khoản