We've all sneaked the odd five minutes here or there playing the latest Flash game that someone sent round the office, but creating those games is trickier than it looks. The aim of Foundation Game Design with Flash is to take you, even if you've minimal multimedia or programming experience, through a series of step-by-step examples and detailed case studies to the point where you'll have the skills to independently design any conceivable 2D game using Flash and ActionScript. The book is a non-technical one-stop-shop for all the most important skills and techniques a beginner game designer needs to build games with Flash from scratch. Whether you're creating quick blasts of viral amusement, or more in-depth action or adventure titles, this book is for you.
* Focused and friendly introduction to designing games with Flash and ActionScript
* 5 detailed case studies of Flash games
* Essential techniques for building games, with each chapter gently building on the skills of preceding chapters
What you'll learn
* Learn how to build interactive movies and objects with Flash
* Get a thorough grounding in ActionScript 3.0 and good programming practices, with minimal prior programming experience required
* Discover how to build Interactive Storybooks, Space-Shooter, Adventure and Drag and Drop games.
* Master collision detection, Enemy AI systems, player control, managing game data, basic physics and trigonometry.
* Make use of Design Patterns and Object Oriented Programming techniques to build robust games.
* Understand the strategies for making games fun to play and easy to build.
Who is this book for?
This book is for a non-technical creative person who wants to learn the art of videogame design, but has no idea where to start or where to look for help. It is a lucid, friendly and step-by-step guide though all the technical and creative issues involved in game design with Flash and ActionScript. The book treats the art of programming as a creative artistic tool, and will help anyone who may be afraid of programming to love the subject as much as the author does. The techniques in the book are comprehensive enough to form the basis of career as a game designer, and form a solid foundation for continued study of programming and ActionScript. This book is the missing link that will guide and inspire any curious and creative person turn a good game idea into a reality.
Rex van der Spuy is a freelance multimedia designer specializing in Flash game design, interface design and ActionScript programming, as well as standards-based XHTML+CSS+DOM website design. He migrated to the multimedia industry from an earlier career in film and television, having graduated with a BFA in Film/Video from York University (Toronto) in 1993 and spending a number of years working as an independent producer and freelance cameraman. He has designed Flash games and done interactive interface programming for clients such as Agency Interactive (Dallas,) Scottish Power (Edinburgh,) DC Interact (London,) Draught Associates (London) and the Bank of Montreal (Canada.) He also builds game engines and interactive interfaces for museum installations for PixelProject (Cape Town.) In addition, he taught advanced courses in Flash Game Design and Shockwave 3D Game Design for the Canadian School of India (Bangalore, India) and produced two online guide books to Flash Game Design and ActionScript programming (available for free download from his website, www.kaleidoscope-multimedia.com.) Rex is a also a proponent of standards-based, W3C compliant accessible XHTML coding. He has produced hand-coded websites for Meon Villa, Conran Events, Apax.com, the British-German Association (UK) and the Europan 8 architecture competition,—all meeting strict W3C guidelines and accessibility requirements. In his spare time, Rex has done a considerable amount of technical and fiction writing and maintains a semi-professional musical career as a performer on the sitar. Rex currently divides his time equally between Canada, India and South Africa and works on consulting and software development projects for clients in India, North America and the UK.
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作为一名有一定经验的设计师,我原以为市面上的“入门级”设计书籍对我来说价值有限,这本书却出乎意料地让我耳目一新。通常,面向初学者的书籍往往侧重于普及知识,而对资深人士的价值挖掘不足。但这本书在基础概念之上,深入探讨了“设计意图”的传达问题,这是一个老手们常常会忽略,但对项目成功至关重要的环节。作者用了很多篇幅来讨论如何确保玩家能够准确地“阅读”设计师想要他们体验到的情绪和信息,比如如何通过环境声音、粒子效果(作为叙事辅助而非纯装饰)以及非言语的界面提示,来引导玩家的行为,而不是简单地依赖冗长的教程文本。这一点对我触动很大,我意识到我过去的项目中,很多优秀的设计点因为没有被有效地“传达”给玩家,而功亏一篑。书中关于“玩家心理模型”与“系统模型”之间鸿沟的分析,非常犀利,它提供了一套系统性的检查清单,帮助我们识别设计中那些“只有设计者自己才懂”的隐藏规则。对于想要精进自己作品打磨度的从业者来说,这本书提供了必要的深度和广度。
评分老实说,我是一个对概念理解比较慢的读者,很多理论书籍读完后总感觉云里雾里,像是看了一场精美的幻灯片,但合上书本后,依旧不知从何下手。但是这本书给我的感觉完全不同,它更像是一本“动手工作坊”的指南。作者仿佛深知初学者的痛点,因此在介绍每一个设计原则时,都会立刻配上一个“你可以立刻尝试的小练习”。这些练习设计得非常巧妙,它们不是那种耗时耗力的编程任务,而是专注于用最简单的工具或流程,去验证某个核心设计假设。比如,关于“难度曲线”的章节,作者建议我们用扑克牌和筹码来模拟资源管理和风险评估,这种低保真(Low-Fidelity)的测试方法,瞬间打破了技术壁垒,让我能够专注于“感觉”是否对了,而不是纠结于界面的美观或代码的效率。这种强调“快速原型化和概念验证”的理念,贯穿了全书,让我彻底摈弃了那种想一步登天的完美主义倾向。它教会我,游戏设计是一个不断犯错、不断修正的过程,而这本书提供的,正是一套行之有效的修正工具箱。
评分这本书的排版和内容呈现方式也值得大书特书。它完全没有传统教科书那种枯燥乏味的学术腔调,反而充满了活力和实验精神。每一章节的摘要都设计得非常直观,关键术语的解释简洁明了,没有冗余的修饰词。更重要的是,作者在阐述复杂的系统平衡性时,没有直接抛出复杂的数学公式,而是采用了大量的类比和视觉化的图表来解释背后的逻辑关系,比如用弹簧的张力来比喻资源消耗和恢复的平衡点。这种多维度、多感官的教学方式,极大地降低了理解的门槛。我尤其喜欢它提供的“案例解剖室”环节,作者会挑选一个知名的游戏片段,然后从设计哲学、机制实现、玩家反馈等多个角度进行彻底的拆解分析,这种“庖丁解牛”式的分析过程,比单纯的理论阐述要生动有力得多。它真正做到了将“设计思维”融入到阅读的每一个瞬间,让我感觉自己不仅仅是在学习一门技术,更是在培养一种看待世界和解决问题的新视角。这绝对是值得反复翻阅的工具书,而不是一次性的通读读物。
评分这本书简直是游戏设计领域的一股清流!它没有陷入那些晦涩难懂的理论泥潭,而是直奔核心,用一种非常实用的方式,将“如何让一个想法变成一个能玩下去的游戏”的过程拆解得淋漓尽致。我特别欣赏作者对于“乐趣”这个核心要素的解构,他不是简单地说“游戏要有趣”,而是深入探讨了什么机制能激发玩家的内在驱动力,比如探索欲、成就感以及社交连接。书中对于“核心循环”(Core Loop)的阐述尤为精辟,我以前总觉得这是一个很玄乎的概念,但作者通过一系列清晰的案例分析,让我立刻明白了如何构建一个能让玩家反复投入的时间结构。比如,他分析了一个简单的收集类游戏,如何通过调整奖励的频率和难度,来精确控制玩家的“心流”体验,这种对细节的把控,对于初学者来说,简直就是一座灯塔。而且,不同于很多只关注宏大叙事的设计书籍,这本书在微观层面上对“关卡设计”和“反馈系统”的讨论也极其到位。读完之后,我感觉自己手中的铅笔好像多了一种魔力,能更有效地将脑海中的模糊概念转化为纸面上的可行蓝图。这本书更像是一位经验丰富的老设计师,坐在你身边,手把手地教你如何进行严谨的迭代和测试,而不是高高在上地宣讲原理。
评分我花了大量时间寻找一本能够真正 bridging 技术实现与艺术构思之间的鸿沟的书籍,而这本无疑是其中最成功的一本。许多设计书籍要么过于偏重艺术美学和叙事,导致实践起来空泛无力;要么就是一头扎进代码和引擎的细节,忽略了游戏设计本身作为一种独特体验的本质。这本书的厉害之处就在于它找到了那个绝妙的平衡点。它没有大篇幅去介绍复杂的编程语言或特定的软件功能,而是专注于“设计思维”——那种将玩家的预期、系统的规则以及预期的情感反应组织起来的思维方式。我特别赞赏作者在探讨“失败设计”时的坦诚。他没有回避那些常见的陷阱,反而通过反面教材,深刻揭示了为什么某些机制在理论上听起来很酷,但在实际操作中却会立刻导致玩家流失。这种“避坑指南”式的讲解,比单纯的“成功秘籍”要珍贵得多。它教会了我如何批判性地审视自己的设计稿,而不是盲目地相信自己的第一直觉。这本书的结构非常流畅,从最基础的动机分析,到中期的系统构建,再到后期的平衡性调整,每一步都有明确的指导方针,让人在阅读的过程中就能开始在脑海中构建自己的项目框架,极大地提升了学习效率和实践的紧迫感。
评分例子很多 非常适合初学者入门
评分例子很多 非常适合初学者入门
评分例子很多 非常适合初学者入门
评分例子很多 非常适合初学者入门
评分例子很多 非常适合初学者入门
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