Game design deep dive. / Joshua Bycer.

Author/creator Bycer, Joshua
Format Electronic
Publication InfoBoca Raton, FL : CRC Press, Taylor and Francis Group, 2024.
Descriptionix, 163 pages : color illustrations ; 23 cm
Supplemental ContentFull text available from eBooks on EBSCOhost
Subjects

Portion of title Soulslike
Contents Introduction -- The goal of game design deep dive soulslikes -- The subgenre situation -- The proto soulslike era -- The king's field series -- The limitations of early 3D -- The basics of action design -- Defining reflex-driven design -- UI fundamentals -- The importance of input buffering -- Common combat mechanics and terminology -- An intro to action balance -- Foundations of RPG design -- What is abstracted design? -- Learning leveling -- Basic balancing -- How from software defined soulslikes -- The big bang of soulslikes with demon's souls -- How dark souls became the soulslike blueprint -- The rest of from software's successes -- The dark souls of everything else -- Why did the soulslike genre blow up? -- Intro to soulslikes -- What is a soulslike?
Abstract "Game Design Critic Joshua Bycer is back with another entire in the Game Design Deep Series to focus on the youngest genre yet: Soulslikes. Over a decade, From Software defined a new genre that has led to studios chasing after them hit after hit. In this book, Josh will cover the history and popular soulslikes of the 2010's and discuss what aspects of design make a game a soulslike"-- Provided by publisher.
Access restrictionAvailable only to authorized users.
Technical detailsMode of access: World Wide Web
Genre/formElectronic books.
LCCN 2023052020
ISBN9781032581156 (paperback)
ISBN9781032584393 (hardback)
ISBN(ebook)

Availability

Library Location Call Number Status Item Actions
Electronic Resources Access Content Online ✔ Available