Get Game Design Workshop: Designing, Prototyping, and PDF

By Tracy Fullerton

This book's examples, illustrations and routines improve your knowing of what makes online game platforms functionality, and teaches you the abilities and instruments you want to create a compelling online game.

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Additional resources for Game Design Workshop: Designing, Prototyping, and Playtesting Games

Example text

Each weapon uses a specific type of ammo: shells are for both types of shotguns, nails are for nailguns and perforators, grenades are for grenade launchers and rocket launchers, and cells are for the thunderbolt. There are also power-ups within the game that will boost your power, protect you, heal you, or render you invisible, invulnerable, or able to breathe underwater. Your enemies include rottweilers, grunts, enforcers, death knights, rotfish, zombies, scrags, ogres, spawn, fiends, vores, shamblers, and possibly other players.

In the game there are eight types of weapons: axe, shotgun, double-barreled shotgun, nailgun, perforator, grenade launcher, rocket launcher, and a thunderbolt. Each weapon uses a specific type of ammo: shells are for both types of shotguns, nails are for nailguns and perforators, grenades are for grenade launchers and rocket launchers, and cells are for the thunderbolt. There are also power-ups within the game that will boost your power, protect you, heal you, or render you invisible, invulnerable, or able to breathe underwater.

And talk about a time-passer! I played Diablo for fourteen straight hours the first time I booted it up and didn't even notice that any time had passed. I still play it today. It's like a minicourse in behavioral psychology and fun, to boot! • Half-Life: Game-story-game-story. I love games that walk the fine line between gameplay and narrative and very few games have done that as well as Half-Life. At some level, it's 'just' an incredibly well-executed shooter, but the extra story hooks built in make every shot mean something and every step seems significant.

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