ISBN13: | 9781032579979 |
ISBN10: | 1032579978 |
Binding: | Hardback |
No. of pages: | 264 pages |
Size: | 254x178 mm |
Language: | English |
Illustrations: | 177 Illustrations, black & white; 143 Halftones, black & white; 34 Line drawings, black & white |
700 |
World Design for 2D Action-Adventures
GBP 120.00
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Blending theory and practical analysis, book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It guides you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear ?Metroidvania? titles.
Award-winning action-adventure designers Christopher Totten and Adrian Sandoval guide you on a quest to create levels for different styles of 2D action-adventure games, from top-down dungeon-crawler adventures to side-scrolling non-linear ?Metroidvania? titles. Blending theory and practical analysis, this book shows how principles of game and level design are applied in some of your favorite 2D action-adventure games. It uses examples from popular games such as The Legend of Zelda and Hollow Knight, while also providing insights from the authors? own experiences creating independent games in the genre.
This book also intersperses these examples with practical exercises in 2D action-adventure world design using the free and easy-to-use GB Studio engine, allowing readers to practice their skills and see how lessons from the theory chapters apply in real game development environments. These practical chapters cover the basics of using GB Studio and related software, such as Aseprite and Tiled, to help readers create their own action-adventure characters, monsters, quest systems, switches, keys, and other mechanics - all the way up to designing their own dungeon!
World Design for 2D Action-Adventures will be of great interest to all those looking to improve their level design skills within this genre.
0.1 Introduction. 0.2 Downloading and Installing GB Studio and Related Software. 1.1 Structures for Exploratory Gameplay. 1.2 Planning ?Tools? for 2D Action-Adventures. 2.1 Common Gameplay Mechanisms. 2.2 Building Basic Gameplay Mechanisms. 3.1 Planning Your World. 3.2 Building Sprites, Tilesets, and Backgrounds. 4.1 Tutorials and Openings in Action-Adventure Games. 4.2 Creating Scenes, Dialogue, NPCs, and Cutscenes. 5.1 Puzzle and Encounter Design. 5.2 Let?s Build a Dungeon