Book picks similar to
Writing Interactive Fiction with Twine by Melissa Ford
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Get Started in: Writing Science Fiction and Fantasy
Adam Roberts - 2014
This book provides all the information, guidance, and advice you need to write great science fiction to captivate your readers. It will help you understand how the genre works, the big dos and don'ts - as well as giving you the inspiration and motivation you actually need to write. Written by a leading Science Fiction novelist and a Professor in Creative Writing at the University of London - you'll discover how to let your creativity flow, create incredible worlds, and get your novel finished.ABOUT THE SERIESThe Teach Yourself Creative Writing series helps aspiring authors tell their story. Covering a range of genres from science fiction and romantic novels, to illustrated children's books and comedy, this series is packed with advice, exercises and tips for unlocking creativity and improving your writing. And because we know how daunting the blank page can be, we set up the Just Write online community at tyjustwrite, for budding authors and successful writers to connect and share.
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture
David Kushner - 2003
Together, they ruled big business. They transformed popular culture. And they provoked a national controversy. More than anything, they lived a unique and rollicking American Dream, escaping the broken homes of their youth to produce the most notoriously successful game franchises in history—Doom and Quake— until the games they made tore them apart. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it's like to be young, driven, and wildly creative.
HTML Fixes for Kindle: Advanced Self Publishing for Kindle Books, or Tips on Tweaking Your App's HTML So Your Ebooks Look Their Best
Aaron Shepard - 2013
Have you ever opened a Kindle book to find that the font started out way too small or way too large? Have you tried to change to a different font while reading and discovered you couldn't? Have you jumped to a new chapter in a Kindle book and seen that the chapter heading lost its formatting? Has a Kindle completely ignored formatting you knew was in the book? According to Amazon, the simplest way to publish your Kindle book is to upload an HTML file you've saved from Microsoft Word or another app. By itself, that method can bring you maybe 80% of the way to a well-formatted, trouble-free ebook. But what about the other 20%? In this follow-up to his bestselling -From Word to Kindle, - Aaron Shepard takes your saved HTML as a starting point and tells how to quickly tweak and tune it to avoid common problems. Assuming no knowledge of HTML, he introduces the basics of the language, then reveals how to use find-and-replace and macros to touch up an entire book in seconds! If you're serious about Kindle publishing and you're technically inclined -- but not a full-fledged geek -- Aaron provides the tips you need to bring your Kindle book to the next level, making it something truly to be proud of. ///////////////////////////////////////////////// Aaron Shepard is a foremost proponent of the new business of profitable self publishing, which he has practiced and helped develop since 1998. He is the author of -Aiming at Amazon, - -POD for Profit, - -Perfect Pages, - and Amazon's #1 and #2 bestselling paid books on Kindle formatting, -From Word to Kindle- and -Pictures on Kindle.- ///////////////////////////////////////////////// CONTENTS Getting Started 1 WORKING WITH HTML HTML and Kindle HTML Export HTML Editing HTML Processing HTML Basics HTML Checking HTML Cleanup HTML Testing 2 HTML FIXES Fixes for Fonts Fixes for Paragraphs Fixes for Headings Fixes for Line Breaking Fixes for Pictures Fixes for Navigation ///////////////////////////////////////////////// SAMPLE Here are some of the things you can accomplish through changes in HTML. * Adjust bookmarks so headings retain proper formatting when jumped to. * Remove settings that stop the user from choosing their own. * Keep fonts from appearing much too small or much too large when the book is opened. * Make sure indents and other spacing stays relative to larger and smaller font sizes. * Avoid line breaks that leave short words dangling at the ends of lines or paragraphs. * Make up for features lost in translation from your word processor, like nonbreaking hyphens. * Stop -ghost hyphens- from appearing in the middle of words. * Keep pages of text from disappearing for some users. * Prevent the Kindle from applying its own defaults in place of your settings.
The Writer's Idea Thesaurus: An Interactive Guide for Developing Ideas for Novels and Short Stories
Fred White - 2014
It's far more than a collection of simple writing prompts. You'll find a vast treasury of story ideas inside, organized by subject, theme, and situation categories, and listed alphabetically for easy reference.Author and award-winning writing instructor Fred White shows you how to build out and customize these ideas to create unique plots that reflect your personal storytelling sensibilities, making The Writer's Idea Thesaurus an invaluable tool for generating creative ideas and vanquishing writer's block—for good.Inside you'll find:•2,000 unique and dynamic story ideas perfect for novels and short stories of any genre or writing style•Twenty major idea categories, such as The Invasion of X, The Transformation of X into Y, Escape from X, The Curse of X, and more•Multiple situations that further refine the major categories, such as The Creation of Artificial Life, The Descent Into Madness, Love in the Workplace, The Journey to a Forgotten Realm, and more•Invaluable advice on how to customize each idea.The Writer's Idea Thesaurus is an interactive story generator that opens the door to thousands of new story arcs and plotlines.
Thesaurus of the Senses
Linda Hart - 2015
Throughout history, the timely use of the apt word has held enormous sway, in literature, speeches, and texts. How is it that some words hold such power? One thing we know: great words often engage the senses. Thesaurus of the Senses expands your possibilities to see, hear, touch, taste, and smell to describe the world around you. It collects some of the best English sensory words in one place to enliven your writing and help you build persuasive description. It's an indispensable tool for writers, poets, bloggers, editors, storytellers, students, teachers, communicators, and word lovers alike — anyone wanting to add more spark to his or her writing.
How to Write a Novel: 47 Rules for Writing a Stupendously Awesome Novel That You Will Love Forever
Nathan Bransford - 2013
And if you've already written one, you can write an even better one. Author and former literary agent Nathan Bransford shares his secrets for creating killer plots, fleshing out your first ideas, crafting compelling characters, and staying sane in the process. Read the guide that New York Times bestselling author Ransom Riggs called “The best how-to-write-a-novel book I've read.” MORE PRAISE FOR 'HOW TO WRITE A NOVEL' "In his 47 brilliant rules, Nathan Bransford has nailed everything I've always wanted to tell people about writing a book but never knew how. Wonderfully thought out with lots of practical examples, this is a must-read for anyone brave enough to try their hand at a novel. It's also a great review for experienced writers. Highly recommended." - James Dashner, New York Times bestselling author of THE MAZE RUNNER "Nathan Bransford's primer is full of thoughtful, time-proven advice on how to write a novel. Nathan can sound both like a reassuring friend and a tough, no-nonsense coach. Whatever kind of novel you're writing, Nathan's insights will make you think about your process and help you find your own way to success." - Jeff Abbott, New York Times bestselling author of DOWNFALL "Nathan Bransford is sharp, thoughtful, and a must-read for all aspiring authors. His advice is not only funny and insightful, it's essential for writers at any stage in their careers." - Tahereh Mafi, New York Times bestselling author of SHATTER ME "Nathan Bransford's book on how to write a novel is smart, generous and funny as hell. Read it. No matter where you are in your writing life, whether you're on your first book or are a grizzled, multi published veteran, you'll find practical advice to help you through the process -- and plenty of wisdom to inspire you along the journey." - Lisa Brackmann, author of ROCK PAPER TIGER "Equal parts encouraging and butt-kicking, hilarious and wise, Nathan Bransford's no-nonsense manifesto talks you through the process of getting the book of your dreams out of your head and onto the page. Whether you've been writing for five minutes or fifty years, this is the guide for you." - Sarah McCarry, author of ALL OUR PRETTY SONGS
All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture
Harold Goldberg - 2011
But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!
Diablo III Signature Series Guide
Doug Walsh - 2012
Exhaustive Bestiary, detailing every monster in the game. In-depth coverage of Heroes to maximize player effectiveness in all five Character Classes. Guide to meeting and leveling up the Blacksmith, Jeweler, and Mystic professions, and how to maximize the relationships and crafting from each Artisan. Presentation of item types, weapons, collectibles, and other loot. Plus: discussion of sets of items, how to get better loot, and manage raw materials. The only official resource to Blizzard's Online Auction House. Bid on and win rare items safely and effectively. Screen shots capture numerous indoor and outdoor areas in new regions of Sanctuary.
Write Novels Fast: Writing Faster With Art Journaling
Shéa MacLeod - 2017
WITHOUT the quality suffering.
Writer's Doubt: How You Can Overcome Doubt and Create Work That Matters
Bryan Hutchinson - 2014
As a child, he had to take a remedial reading and writing class because he could barely write a full sentence. One editor told him his book would never be published.And yet Bryan is now a bestselling author whose books have been read by over 100,000 people and the book the editor said would never be published has been praised publicly by the foremost experts in the field.All writers doubt their ability. But Bryan's story shows doubt doesn't have to define your writing future.
Professional Plot Outline Mini-Course
Holly Lisle - 2012
We all have to learn the SAME skills. But no matter where you’re starting…Even if you have NO story ideas, NO characters, and NO experience, you can finish a complete working plot outline in just SEVEN tiny lessons.If you have ever labored to come up with a GOOD way to start a story…If you have ever stumbled, lost and frustrated, through the MIDDLE of your book…If you have ever wondered,”How do I find an idea worth writing?“…Stop Struggling. Help Is Here.
The Ultimate History of Video Games: From Pong to Pokemon - The Story Behind the Craze That Touched Our Lives and Changed the World
Steven L. Kent - 2001
The Ultimate History of Video Games reveals everything you ever wanted to know and more about the unforgettable games that changed the world, the visionaries who made them, and the fanatics who played them. From the arcade to television and from the PC to the handheld device, video games have entraced kids at heart for nearly 30 years. And author and gaming historian Steven L. Kent has been there to record the craze from the very beginning.This engrossing book tells the incredible tale of how this backroom novelty transformed into a cultural phenomenon. Through meticulous research and personal interviews with hundreds of industry luminaries, you'll read firsthand accounts of how yesterday's games like Space Invaders, Centipede, and Pac-Man helped create an arcade culture that defined a generation, and how today's empires like Sony, Nintendo, and Electronic Arts have galvanized a multibillion-dollar industry and a new generation of games. Inside, you'll discover:·The video game that saved Nintendo from bankruptcy ·The serendipitous story of Pac-Man's design ·The misstep that helped topple Atari's $2 billion-a-year empire·The coin shortage caused by Space Invaders ·The fascinating reasons behind the rise, fall, and rebirth of Sega ·And much more! Entertaining, addictive, and as mesmerizing as the games it chronicles, this book is a must-have for anyone who's ever touched a joystick.
Game Programming Patterns
Robert Nystrom - 2011
Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.
Game Engine Architecture
Jason Gregory - 2009
The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.
Level Up!: The Guide to Great Video Game Design
Scott Rogers - 2010
Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maxim vs. Army of Zin, and SpongeBob Squarepants, this book is full of Rogers's wit and imaginative style that demonstrates everything you need to know about designing great video games.Features an approachable writing style that considers game designers from all levels of expertise and experience Covers the entire video game creation process, including developing marketable ideas, understanding what gamers want, working with player actions, and more Offers techniques for creating non-human characters and using the camera as a character Shares helpful insight on the business of design and how to create design documents So, put your game face on and start creating memorable, creative, and unique video games with this book!