(as of Apr 11,2021 21:16:40 UTC – Details)
The Complete Three-Book Series on Coding Games
Do you want a comprehensive guide to everything you need to know to start making your first game?
If your answer to this question is “yes”, then this is the book for you. We’ll be going over every facet of game programming, ranging from how to set your expectations of what you’re getting into, right up to creating the games themselves.
In this book you’ll discover….
- How to program a vast variety of different game genres.
- The most important game design elements crucial to your success.
- How to use the Gosu library to make games in Ruby.
- The best way to ensure your RPG Maker game is better than the rest.
- A crash-course in Unity to kick start your professional career
This book won’t just teach you how to code. Rather, it’ll teach you the ins and outs of game design, so that you can make a game that’s actually fun and entertaining, rather than just a classroom project.
Learning how to code properly sometimes can be very perplexing and needlessly complicated. Or even worse, boring.
Instead of actively learning new programs or exciting new applications of your code, you are forced to go through hundreds of boring texts, all filled with confusing texts and hopelessly mysterious symbols.
This wasn’t what you expected! Surely there must be a better way to learn how to program and make coding more fun!
And there is. There exists one simple solution, that, in one fell swoop, can transform learning how to code from an insanely boring experience to an entertaining pleasant journey. How you wonder?
By making the whole experience a game!
In this book, Coding Games, we will show you what coding is, its fundamental concepts, and how you can master the basic principles of coding through games.
For anyone tired of learning to code boringly, or just someone looking for a more fun way to attract their young ones into computer programming, this book will be quite an illuminating listen for you!
This book’s ideology is simple and straight-forward: equip the user with the most important concepts to catapult your game development skills. When looking for a good book that explains game programming, listeners are usually bombarded with information from the author without any context.
Often, code doesn’t make sense, hasn’t been explained properly, and the concepts the author tries to explain are unclear. The main reason for this is that authors, when writing technical books such as this, assume that the listener will have the context for every small detail they leave out and every major detail they choose to convey.
This book was written with particular care to keep the listener’s perspective in mind instead of the author’s knowledge, because at the end of the day, the books’ purpose is to teach you, rather than leave you disappointed. This book stays true to its purpose and builds upon the content discussed in the previous series. Even though listeners coming to the advanced level of game programming should be confident in their intermediate and basic level understanding of the topic, the chapters’ content is careful not to leave anything ambiguous to the listener.