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Game Magic: A Designer's Guide to Magic Systems in Theory and Practice

Autor Jeff Howard
en Limba Engleză Paperback – 22 apr 2014
Make More Immersive and Engaging Magic Systems in Games
Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire).
The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms.
Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.
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Specificații

ISBN-13: 9781466567856
ISBN-10: 1466567856
Pagini: 376
Ilustrații: 79 black & white illustrations, 11 black & white tables
Dimensiuni: 156 x 234 x 25 mm
Greutate: 0.52 kg
Ediția:1
Editura: CRC Press
Colecția A K Peters/CRC Press
Locul publicării:Boca Raton, United States

Public țintă

Professional Practice & Development

Cuprins

How to Use This Book. Magic Systems in Theory and Practice. From Exemplary Game Magic Systems to Code Recipes. Schools of Game Magic. Magic as Programming, Programming as Magic. Game Design Lessons from Occult Magic. A Videogame Designer's Guide to Non-Digital Game Magic. Adapting Game Magic from the Literature of the Fantastic. Works Cited. Appendices. Index.

Descriere

This book explains how to construct magic systems and presents a compendium of arcane lore. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. It explains how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also shows how to divide a simulated world into domains of influence and how to use specific rule systems to simulate powers within these realms.