Fundamentals of Network Game Development / Edition 1 available in Hardcover
- Pub. Date:
- Cengage Learning
Learn to create network games from start to finish with "Fundamentals of Network Game Development." Covering all the essential elements of network game development, this book provides the techniques and strategies necessary to create a quality game. Organized into three core sections--design, design and development, and development--the book explores all the unique, underlying aspects that game designers and developers need to consider when building a game that uses a network to connect players both with the game and with each other. You'll examine the characteristics that set a network game apart from one that is played offline, the different types of games and networks, how the design and development processes differ depending on the type of game, how design elements affect development implementation and vice versa, how to prevent cheating and hacking, and how to test the final product. Throughout each chapter, real games are used as case studies to help guide you through the challenges of creating your own games. "Fundamentals of Network Game Development" provides you with the foundation you need to create professional-caliber network games.
|Edition description:||New Edition|
|Product dimensions:||7.30(w) x 9.10(h) x 1.10(d)|
About the Author
Guy W. Lecky-Thompson is an experienced author in the field of video game design and software development, whose articles have been published in various places, including Gamasutra and the seminal Game Programming Gems. He is also the author of Infinite Game Universe: Mathematical Techniques;Infinite Game Universe, Volume 2: Level Design Terrain, and Sound; and Video Game Design Revealed.
Table of Contents
Introduction. 1: The Challenge of Game Networking. 2: Types of Network Games. 3: Putting Game Networking Technology to Work. 4: A Comparison of Network Game Types. 5: Creating Turn-by-Turn Network Games. 6: Creating Arcade and Massively Multi-player Online Games (Real-Time). 7: Improving Network Communication. 8: Removing the Cheating Elements. 9: Testing Network Games. 10: Network Programming Primer.