You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Based on extensive original interviews with the Yacht Club Games team, writer David L. Craddock unearths the story of a fledgling group of game developers who worked so well together at WayForward Games that they decided to start their own studio.
In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today—and beyond.
Every morning, fifteen-year-old Joshua Reece goes for a run. The farther he runs, the easier it is to forget. That his mother walked out on him. That he and his father share nothing in common. That he blames his little sister for their mother's abandonment. That his so-called friends at his new school set him up for a crime he did not commit.Before Josh can run away for good, the book appears. He recognizes it instantly: It was a gift from his mother, but he threw it away. After all, she threw him away first. Now it's back, placed by the Dumpster behind his dad's apartment, with a note made out to him, signed Reader.Whoever Reader is, he (or she) knows things. Secret things, like that Josh is dangerously close to failing school, and that he wants to be more than friends with the goth girl who lives in his dad's apartment complex. Reader also knows that buried deep beneath Josh's reckless behavior and endless anger, he's terrified of losing anyone else.When more books and notes materialize, Josh musters his courage and writes back, determined to discover Reader's identity-and his own.
A colorful history of visual signalling methods used at sea, from AD 900 to today. What Ship, Where Bound? takes its title from the familiar opening exchange of signals between passing ships, and celebrates the long history of visual communications at sea. It traces the visual language of signalling from the earliest naval banners or streamers used by the Byzantines in AD 900 through to morse signalling still used at sea today. The three sections, Flag Signalling, Semaphore, and Light Signalling each trace the development of the respective methods in meeting the needs of commanders for secure and unambiguous communication with their fleets. Though inextricably linked to naval tactics and fle...
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorit...
In 1992, Wolfenstein 3D ushered gamers into the ultra-fast, ultra-bloody third world of first-person gaming. One year later, Doom opened a portal to hell that flooded university and office networks with rocket launchers and cyberdemons. Then came Quake, a CD-ROM packed with slick 3D graphics and online-ready gameplay that shook the games industry to its core.For some of the designers at id Software, Quake marked the end of an era. Others were just getting warmed up. Rocket Jump: Quake and the Golden Age of First-Person Shooters explores the making of id Software's seminal trilogy, uncovers the internal culture that simultaneously shaped and fractured id Software, and reveals the indelible ma...
"An entertaining, race-against-time narrative." —Kobo review "A fast-paced look into seven-day roguelikes, something so niche most people wouldn't have heard about, but the book is well written and shows how important it is to get your thoughts down so you can sort out your ideas." —Goodreads review Eleven game designers. Eight grand ideas. Seven days to will them into reality. Every year, programmers around the world compete in the 7-day roguelike challenge, or 7DRL, a weeklong game jam where participants endeavor to design and program a roguelike role-playing game. Their obstacles: day jobs, family responsibilities, sleep deprivation, and visionary concepts too big for 168 hours to con...
U.S. Navy Supply Corps Ensign Ross Hofmann had no idea what was in store for him when he arrived at Cavite Naval Base in October 1941. Two months later, Japanese forces struck the Philippines, destroying the base and forcing U.S. personnel to retreat to Bataan. There, Hofmann joined a makeshift unit of Army Aircorps ground personnel, U.S. Marines, U.S. sailors, U.S. Naval ground battalions and Filipinos to fight a Japanese force that landed nearby. In March 1942, with the fall of Bataan imminent, he traveled to Cebu to run supplies through the blockade of Bataan and Corregidor. Soon after his arrival, the Japanese landed on Cebu, forcing the Americans to retreat again. Hiking through jungles...
"Around the world, millions of people hijack cars in Grand Theft Auto, role play fantastical heroes in World of WarCraft, and crush candy on phones as small as wallets yet nearly as powerful as desktop computers. Long before video games became a multi-billion-dollar industry, a small group of hackers created the Apple II, a PC that contained less memory than the average size of a Microsoft Word document and turned heads by outputting graphics in color. Some users tapped its resources to design productivity software. Others devised some of the most influential games of all time. From the perils along the Oregon Trail and the exploits of Carmen Sandiego to the shadowy dungeons of Wizardry and Prince of Persia s trap-filled labyrinth, Break Out recounts the making of some of the Apple II s most iconic games, illustrates how they informed the games we play today, and tells the stories of the pioneers who made them."--Page 4 of cover.