I started the No Time To Play blog in the summer of 2010, when it became clear that game development had become an important part of my life, and for 5 years as of this writing I used it to document my own forays into hobbyist game development. And now I'm giving you the best parts as a book. Why?
Because beginners need guidance close to their own level. Because not everyone can afford the latest computer, on which to run the fanciest tools.
Because it's at the start of the road that you need the most help.
Table of contents
Part 1: General Advice
- Walk before you run (revised)
- Top three myths about game design
- Design by elimination (exclusive chapter)
Part 2: Choosing Your Genre
- A look at card games
- Musings on browser-based MMO games
- A database-driven engine for strategy games
- My love-hate relationship with roguelikes (expanded)
- The game that had no genre
Part 3: Choosing Graphics Technology
- In Two Point Five Dimensions (revised and expanded)
- Fun with voxels (revised)
- What about vector graphics? (exclusive chapter)
- Voxels, revisited (new chapter)
- The Art of ASCII (exclusive chapter)
- GUI toolkits and videogames
Part 4 : Choosing Your Language
- Java for games: pros and cons
- Top five myths about C++
- The Bad and Good of Python
- CoffeeScript as a domain-specific language for interactive fiction
- Code versus data: a battle for the ages
- Secrets of a successful programmer
- Image preloader in HTML5
What you get
- over 100 pages
- over 20,000 words
- 16 illustrations
- source code samples
- anecdotes and case studies
The awesome cover you see on the right was made by my good friend Justin Reid. EPUB edition made in Sigil. Mobi and PDF editions courtesy of Calibre.
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