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Gamemaker Studio Book Rpg Design And Coding First Ben G Tyers

  • SKU: BELL-6769376
Gamemaker Studio Book Rpg Design And Coding First Ben G Tyers
$ 31.00 $ 45.00 (-31%)

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Gamemaker Studio Book Rpg Design And Coding First Ben G Tyers instant download after payment.

Publisher: CreateSpace Independent Publishing Platform
File Extension: EPUB
File size: 4.57 MB
Pages: 494
Author: Ben G. Tyers
ISBN: 9781540746474, 154074647X
Language: English
Year: 2016
Edition: First

Product desciption

Gamemaker Studio Book Rpg Design And Coding First Ben G Tyers by Ben G. Tyers 9781540746474, 154074647X instant download after payment.

Learn To Make An RPG In GameMaker: Studio Details The Pre-Planning, Design & Programming Of Making An RPG In GameMaker: Studio STORY - Plot (the plot of the story) - Character Design (design of characters used by the story) - Enemy Design (the design of non-character enemies "nameless minions") - Objectives (the goals upon which the player must complete to advance the story) - Setting (will include general theme for graphics) AESTHETICS - Art-Style (what style of art the game is going to be using) - Character separation (how the player sprite is going to be drawn, using single or multiple layoured sprites) - Scening (how story progression is going to be implemented in the game (this is usually done by the use of cut-scenes) - Sound Design (which basic sound effects the game will need, footsteps can be used for a more serious tone and etc.) - View (from which angle is the player seeing the game world, first person, top down, third person, etc) CORE GAMEPLAY - Battle (the main provider of challenge in the game, Pac-Man's battle aspect is the avoidance of the ghost creatures) - Ending (how the player can achieve Game Over. By dying, completing certain objects or finishing the story) - Exploration (how players will travel the game world, by exploration or level select screens) - Messaging (how players will receive information from the game, also dialogue) - Scoring (how the scoring system of the game will work, this is also used to plan for XP in RPG games) EXTENDED GAMEPLAY - Collectables (these include secondary objectives that will be used to enhance the game's lifespan) - Management (this includes inventory, items and power ups that the player can use to increase game depth) - Mini-Games (such as the lock-picking games that many games now use) - Quirks (unique or strange game-play mechanics that you want to use to make your game stand out from the others) - Saving (saving and loading of game files to extend game life by allowing the player to enjoy multiple sit

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