Game Mechanics: Advanced Game Design
Ernest Adams - 2012
You'll discover at what stages to prototype, test, and implement mechanics in games and learn how to visualize and simulate game mechanics in order to design better games. Along the way, you'll practice what you've learned with hands-on lessons. A free downloadable simulation tool developed by Joris Dormans is also available in order to follow along with exercises in the book in an easy-to-use graphical environment.In Game Mechanics: Advanced Game Design, you'll learn how to:* Design and balance game mechanics to create emergent gameplay before you write a single line of code. * Visualize the internal economy so that you can immediately see what goes on in a complex game. * Use novel prototyping techniques that let you simulate games and collect vast quantities of gameplay data on the first day of development. * Apply design patterns for game mechanics--from a library in this book--to improve your game designs. * Explore the delicate balance between game mechanics and level design to create compelling, long-lasting game experiences. * Replace fixed, scripted events in your game with dynamic progression systems to give your players a new experience every time they play."I've been waiting for a book like this for ten years: packed with game design goodness that tackles the science without undermining the art." --Richard Bartle, University of Essex, co-author of the first MMORPG"Game Mechanics: Advanced Game Design by Joris Dormans & Ernest Adams formalizes game grammar quite well. Not sure I need to write a next book now!" -- Raph Koster, author of A Theory of Fun for Game Design.
The Tao Of Chess: 200 Principles to Transform Your Game and Your Life
Peter Kurzdorfer - 2004
In The Tao of Chess, the author seamlessly blends the wisdom of a time-honoured spiritual quest for truth with 200 principles that will improve anyone's chess game. By following the author's principles, readers not only come to enjoy the game more, they develop a habit of seeking underlying truth - whether in a chess game or a real-life situation.The Tao of Chess is full of conscise advice, such as:Understanding is more important than memoryFortune favors the braveWhen you see a good move, wait and look for a better moveMistakes tend to come in bunchesTrust your intuition; it's usually rightAuthoritative and easy to follow, this book will turn every reader into a master strategist.
Adobe InDesign CS6 Classroom in a Book
Adobe Creative Team - 2012
The 16 project-based lessons show readers step-by-step the key techniques for working with InDesign CS6. Readers learn what they need to know to create engaging page layouts using InDesign CS6. This completely revised CS6 edition covers the new tools for adding PDF form fields, linking content, and creating alternative layouts for digital publishing. The companion CD includes all the lesson files that readers need to work along with the book. This thorough, self-paced guide to Adobe InDesign CS6 is ideal for beginning users who want to master the key features of this program. Readers who already have some experience with InDesign can improve their skills and learn InDesign's newest features. "The Classroom in a Book series is by far the best training material on the market. Everything you need to master the software is included: clear explanations of each lesson, step-by-step instructions, and the project files for the students." -Barbara Binder, Adobe Certified Instructor, Rocky Mountain Training Classroom in a Book(R), the best-selling series of hands-on software training workbooks, helps you learn the features of Adobe software quickly and easily. Classroom in a Book offers what no other book or training program does-an official training series from Adobe Systems Incorporated, developed with the support of Adobe product experts. All of Peachpit's eBooks contain the same content as the print edition. You will find a link in the last few pages of your eBook that directs you to the media files.Helpful tips:If you are able to search the book, search for "Where are the lesson files?"Go to the very last page of the book and scroll backwards.You will need a web-enabled device or computer in order to access the media files that accompany this ebook. Entering the URL supplied into a computer with web access will allow you to get to the files.Depending on your device, it is possible that your display settings will cut off part of the URL. To make sure this is not the case, try reducing your font size and turning your device to a landscape view. This should cause the full URL to appear.
Prisoner's Dilemma: John von Neumann, Game Theory, and the Puzzle of the Bomb
William Poundstone - 1992
Though the answers may seem simple, their profound implications make the prisoner's dilemma one of the great unifying concepts of science. Watching players bluff in a poker game inspired John von Neumann--father of the modern computer and one of the sharpest minds of the century--to construct game theory, a mathematical study of conflict and deception. Game theory was readily embraced at the RAND Corporation, the archetypical think tank charged with formulating military strategy for the atomic age, and in 1950 two RAND scientists made a momentous discovery.Called the prisoner's dilemma, it is a disturbing and mind-bending game where two or more people may betray the common good for individual gain. Introduced shortly after the Soviet Union acquired the atomic bomb, the prisoner's dilemma quickly became a popular allegory of the nuclear arms race. Intellectuals such as von Neumann and Bertrand Russell joined military and political leaders in rallying to the preventive war movement, which advocated a nuclear first strike against the Soviet Union. Though the Truman administration rejected preventive war the United States entered into an arms race with the Soviets and game theory developed into a controversial tool of public policy--alternately accused of justifying arms races and touted as the only hope of preventing them.A masterful work of science writing, Prisoner's Dilemma weaves together a biography of the brilliant and tragic von Neumann, a history of pivotal phases of the cold war, and an investigation of game theory's far-reaching influence on public policy today. Most important, Prisoner's Dilemma is the incisive story of a revolutionary idea that has been hailed as a landmark of twentieth-century thought.
Linear Algebra Done Right
Sheldon Axler - 1995
The novel approach taken here banishes determinants to the end of the book and focuses on the central goal of linear algebra: understanding the structure of linear operators on vector spaces. The author has taken unusual care to motivate concepts and to simplify proofs. For example, the book presents - without having defined determinants - a clean proof that every linear operator on a finite-dimensional complex vector space (or an odd-dimensional real vector space) has an eigenvalue. A variety of interesting exercises in each chapter helps students understand and manipulate the objects of linear algebra. This second edition includes a new section on orthogonal projections and minimization problems. The sections on self-adjoint operators, normal operators, and the spectral theorem have been rewritten. New examples and new exercises have been added, several proofs have been simplified, and hundreds of minor improvements have been made throughout the text.
63 Easy-to-Crochet Pattern Stitches
Darla Sims - 1987
A Basic Stitch Guide and clear, easy-to-follow instructions are included.
What Is Mathematics?: An Elementary Approach to Ideas and Methods
Richard Courant - 1941
Today, unfortunately, the traditional place of mathematics in education is in grave danger. The teaching and learning of mathematics has degenerated into the realm of rote memorization, the outcome of which leads to satisfactory formal ability but does not lead to real understanding or to greater intellectual independence. This new edition of Richard Courant's and Herbert Robbins's classic work seeks to address this problem. Its goal is to put the meaning back into mathematics.Written for beginners and scholars, for students and teachers, for philosophers and engineers, What is Mathematics? Second Edition is a sparkling collection of mathematical gems that offers an entertaining and accessible portrait of the mathematical world. Covering everything from natural numbers and the number system to geometrical constructions and projective geometry, from topology and calculus to matters of principle and the Continuum Hypothesis, this fascinating survey allows readers to delve into mathematics as an organic whole rather than an empty drill in problem solving. With chapters largely independent of one another and sections that lead upward from basic to more advanced discussions, readers can easily pick and choose areas of particular interest without impairing their understanding of subsequent parts.Brought up to date with a new chapter by Ian Stewart, What is Mathematics? Second Edition offers new insights into recent mathematical developments and describes proofs of the Four-Color Theorem and Fermat's Last Theorem, problems that were still open when Courant and Robbins wrote this masterpiece, but ones that have since been solved.Formal mathematics is like spelling and grammar - a matter of the correct application of local rules. Meaningful mathematics is like journalism - it tells an interesting story. But unlike some journalism, the story has to be true. The best mathematics is like literature - it brings a story to life before your eyes and involves you in it, intellectually and emotionally. What is Mathematics is like a fine piece of literature - it opens a window onto the world of mathematics for anyone interested to view.
Hal Leonard Bass Method - Complete Edition
Ed Friedland - 1996
Bass MethodThe critically acclaimed Hal Leonard Electric Bass Method Second Edition in a handy composite edition Contains 3 books and 3 CDs for Levels 1, 2 and 3.
Garry Kasparov on My Great Predecessors, Part 1
Garry Kasparov - 2003
The chessboard is the ultimate mental battleground and the world champions themselves are supreme intellectual gladiators.These magnificent compilations of chess form the basis of the first two parts of Garry Kasparov's definitive history of the World Chess Championship. Garry Kasparov, who is universally acclaimed as the greatest chessplayer ever, subjects the play of his predecessors to a rigorous analysis.Part one features the play of champions Wilhelm Steinitz (1886-1894), Emanuel Lasker (1894-1921), Jose Capablanca (1921-1927) and Alexander Alekhine (1927-1935 and 1937-1946).Part two features the play of champions Max Euwe (1935-1937) Mikhail Botvinnik (1946-1957, 1958-1961 and 1961-1963), Vassily Smyslov (1957-1958) and Mikhail Tal (1960-1961).These books are more than just a compilation of the games of these champions. Kasparov's biographies place them in a fascinating historical, political and cultural context. Kasparov explains how each champion brought his own distinctive style to the chessboard and enriched the theory of the game with new ideas.All these games have been thoroughly reassessed with the aid of modern software technology and the new light this sheds on these classic masterpieces is fascinating.
My Guide to RPG Storytelling
Aron Christensen - 2012
This guide includes suggestions on how to prepare a campaign, running each session, dealing with problem players, how to create memorable NPCs and more.Please note that this is not a basic how-to for role-playing and is not affiliated with any particular gaming system or company.Table of ContentsForeword, by Erica LindquistChapter 1: On StorytellingChapter 2: Before Your GameChapter 3: Building Your StoryChapter 4: Running Your GameChapter 5: Players Player CharactersChapter 6: ProblemsChapter 7: Rules MechanicsChapter 8: Setting NPCsChapter 9: The EndPlease note that this is not a basic how-to for role-playing and it is not affiliated with any particular gaming company.
Homo Ludens: A Study of the Play Element in Culture
Johan Huizinga - 1938
Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga
Sly Flourish's Dungeon Master Tips
Michael E. Shea - 2010
You’ve read both Dungeon Master’s guides. You’ve run a few games. You pick up ideas here and there on the net. Or maybe you're an old grizzled vet who has run games for 20 years.Maybe your game is feeling a little stale. Maybe your encounters didn’t run exactly as you wanted them too. Maybe you feel like you're stuck in a rut. Maybe you feel a bit overwhelmed when you have to come up with an exciting, creative game every week.You’re not looking for a huge tome on game theory. You don’t need yet another take on world-building. You’re looking for some practical tips you can use today to help you focus your energy in the right places and make some kick-ass D&D games for you and your friends. You want something you can read quick and start using right away.My friend, here is the book for you.This book was written to give you solid usable tips to help you build your story, design exciting encounters, and run a great game when you’re at the table. It’s a short book, designed to be read quickly and referenced often.Oh yeah, and it’s got some awesome original artwork by Jared Von Hindman of Head Injury Theater.This is a completely original book. Every chapter was written from scratch to help you focus on what’s important and get past some of the roadblocks we all face when designing a D&D game.
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!
Animal Crossing: New Horizons Official Companion Guide
Jade Bacalso - 2020
Your one-stop guide to a perfect island vacation is right here!Animal Crossing™: New Horizons takes you to a deserted island and lets you craft it into your own personal paradise inhabited by a unique, character-filled community. This premium book is both the perfect guide for getting the most out of island life, and the ultimate reference for anyone who insists on having it all.
The Rust Programming Language
Steve Klabnik
This is the undisputed go-to guide to Rust, written by two members of the Rust core team, with feedback and contributions from 42 members of the community. The book assumes that you’ve written code in another programming language but makes no assumptions about which one, meaning the material is accessible and useful to developers from a wide variety of programming backgrounds.Known by the Rust community as "The Book," The Rust Programming Language includes concept chapters, where you’ll learn about a particular aspect of Rust, and project chapters, where you’ll apply what you’ve learned so far to build small programs.The Book opens with a quick hands-on project to introduce the basics then explores key concepts in depth, such as ownership, the type system, error handling, and fearless concurrency. Next come detailed explanations of Rust-oriented perspectives on topics like pattern matching, iterators, and smart pointers, with concrete examples and exercises--taking you from theory to practice.The Rust Programming Language will show you how to: Grasp important concepts unique to Rust like ownership, borrowing, and lifetimes Use Cargo, Rust’s built-in package manager, to build and maintain your code, including downloading and building dependencies Effectively use Rust’s zero-cost abstractions and employ your ownYou’ll learn to develop reliable code that’s speed and memory efficient, while avoiding the infamous and arcane programming pitfalls common at the systems level. When you need to dive down into lower-level control, this guide will show you how without taking on the customary risk of crashes or security holes and without requiring you to learn the fine points of a fickle toolchain.You’ll also learn how to create command line programs, build single- and multithreaded web servers, and much more.The Rust Programming Language fully embraces Rust’s potential to empower its users. This friendly and approachable guide will help you build not only your knowledge of Rust but also your ability to program with confidence in a wider variety of domains.