How to Script for Games eBook Brent Knowles
Download As PDF : How to Script for Games eBook Brent Knowles
This is an excerpt from the Lazy Designer (Book 2) and intended for those who are curious about scripting for videogames but uninterested in the other topics covered by the Lazy Designer series of books about crafting videogames.
How to Script for Games eBook Brent Knowles
Brent is an insightful game designer and this chapter is an exerpt from one of his longer books covering a wider array of topics than scripting alone. If your interest in game development is broader than just scripting, though, I would suggest getting the full-length Lazy Designer books instead, as one of those includes the full text of this scripting chapter.This chapter introduces an overview of the basics of what a scripting language is, what you can do with one, and some good advice on valuable practices to use while scripting to make games. I am not a game developer, but I do a lot of scripting-type coding using visual basic for applications and, my own experience has a lot of parallels with the topic. I found myself agreeing emphatically with much of the advice given: particularly with respect to use of functions, guidelines/naming conventions, and testing early-and-often.
I have never previously encountered a visual scripting language and this section was a bit harder to follow without being hands-on with the software myself. Which is entirely my own fault because Brent provides the source to get the free software to use! Speaking of which, Brent provides lots of additional reference links throughout the chapter for most topics that he provides an overview of in case the reader wants to learn more.
My only 'disappointment' is that I wish there was a bit more depth given on some of the topics that I am less familiar with. A bit more grounding in object oriented programming would have been nice. And I couldn't help but wish for more explanation of the structure of the syntax used in the example NWN languages, or C#. And I would have loved to have seen a fully developed set of scripting guidelines used by someone like Bioware. But that criticism is somewhat unjust given that this is not a book about scripting, it is a chapter about scripting from a book with a much broader scope. It may even be that the subject is a bit more approachable for beginners because of it. Given that, Brent condenses a lot of useful detail into the chapter and is well worth the read.
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Tags : Amazon.com: How to Script for Games eBook: Brent Knowles: Kindle Store,ebook,Brent Knowles,How to Script for Games,YourOtherMind Media,COMPUTERS Programming Languages General,COMPUTERS Virtual Worlds
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How to Script for Games eBook Brent Knowles Reviews
FINALLY a book to address some of the important issues regarding Game Design. Easy to read - and clearly presented. Worth a purchase - especially for download! Enjoy!
Well explained and easy to follow. Very precise and to the point. Helpful with lots of examples. I would definitely recommend this book for those that are passionate about writing for games.
This is a great intro to scripting, written clearly using detailed examples. Also appreciate the author's approach toward incremental development.
The last games I ever coded for were circle MUDs, heavily modified circle MUDs... in fact I designed a custom language system for one and built 10k+ unique rooms in some custom zones... wow, games today were always boggling to me. Grabbed this title, gave it a read... I'm not as intimidated by modern gaming now and think I might have to give coding a 'modern' game just for fun! Pick this title up!!!
I think this is a great book for people who are interested in starting coding for games but don't know where to start.
This book gets straight to the point.
nothing much to say, was a product i purchased for school and it was received quickly and in great condition
I am not a scripter by trade, but have been interested in expanding my repertoire to include it and am especially interested in learning it for video games. This is easily understood by most people with prior knowledge of coding and computers.
Brent is an insightful game designer and this chapter is an exerpt from one of his longer books covering a wider array of topics than scripting alone. If your interest in game development is broader than just scripting, though, I would suggest getting the full-length Lazy Designer books instead, as one of those includes the full text of this scripting chapter.
This chapter introduces an overview of the basics of what a scripting language is, what you can do with one, and some good advice on valuable practices to use while scripting to make games. I am not a game developer, but I do a lot of scripting-type coding using visual basic for applications and, my own experience has a lot of parallels with the topic. I found myself agreeing emphatically with much of the advice given particularly with respect to use of functions, guidelines/naming conventions, and testing early-and-often.
I have never previously encountered a visual scripting language and this section was a bit harder to follow without being hands-on with the software myself. Which is entirely my own fault because Brent provides the source to get the free software to use! Speaking of which, Brent provides lots of additional reference links throughout the chapter for most topics that he provides an overview of in case the reader wants to learn more.
My only 'disappointment' is that I wish there was a bit more depth given on some of the topics that I am less familiar with. A bit more grounding in object oriented programming would have been nice. And I couldn't help but wish for more explanation of the structure of the syntax used in the example NWN languages, or C#. And I would have loved to have seen a fully developed set of scripting guidelines used by someone like Bioware. But that criticism is somewhat unjust given that this is not a book about scripting, it is a chapter about scripting from a book with a much broader scope. It may even be that the subject is a bit more approachable for beginners because of it. Given that, Brent condenses a lot of useful detail into the chapter and is well worth the read.
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