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Game Design Deep Dive: Platformers - Expert Guide to Creating Engaging Platformer Games | Perfect for Indie Developers & Game Design Students
$30.12
$40.17
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Game Design Deep Dive: Platformers - Expert Guide to Creating Engaging Platformer Games | Perfect for Indie Developers & Game Design Students
Game Design Deep Dive: Platformers - Expert Guide to Creating Engaging Platformer Games | Perfect for Indie Developers & Game Design Students
Game Design Deep Dive: Platformers - Expert Guide to Creating Engaging Platformer Games | Perfect for Indie Developers & Game Design Students
$30.12
$40.17
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Description
The Game Design Deep Dive series examines specific game systems or mechanics over the course of the history of the industry. This book examines the history of jumping – one of the oldest mechanics in the industry – and how it has evolved and changed over the years. The author looks at the transition from 2D to 3D and multiple elements that make jumping more complicated than it looks from a design perspective.Key Selling Points: The first in a series of books that focus entirely on a singular game design system or mechanic, in this case: jumping. A perfect read for anyone interested in understanding game design, or just curious from a historical standpoint. A must read for anyone interested in building their own platformer or just interested in the history of the game industry’s most famous game mechanic. This book is a perfect companion for someone building their first game or as part of a game design classroom. Includes real game examples to highlight the discussed topics and mechanics.Joshua Bycer is a Game Design Critic with more than seven years of experience critically analyzing game design and the industry itself. In that time, through Game-Wisdom, he has interviewed hundreds of game developers and members of the industry about what it means to design video games. He also strives to raise awareness about the importance of studying game design by giving lectures and presentations; his first book was titled 20 Essential Games to Study.
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Reviews
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Verified Buyer
5
One of the selling points in the description was "A must read for anyone interested in building their own platformer ". That's certainly me. As a programmer I was hoping for a real "deep dive". Perhaps a serious technical analysis of jumping mechanics and implementations. Or at a minimum maybe some plotted jump paths on the game screenshots.There was none of that. The book is full of shallow and obvious observations. Let me share a few examples:Section 6.3 "The Factors of Jumping"Joshua gets a little technical and outlines the "DNA" of a jump. He lists a series of "factors" that would be useful for a designer to know. However, I noticed some glaring omissions: 1. There was no mention of "gravity". Only ascending and descending "speed" were given. While I'm sure that some platformers don't bother with physics, many use physics based formulas that certainly take gravity into account. Look up the GDC talk "building a better jump" to see what I mean. 2. Where was the "factor" for "coyote time"? This is the time in which a jump can still be triggered after falling off the edge of a platform. This has been a staple in platformers since at least the original Super Mario Bros and it wasn't mentioned at all in the book.Section 7.6 "Fall Damage"This whole section can be summed up as "In some games you take damage after falling for a while, and some people don't like that". This is not the depth I was expecting from a "deep dive".I suppose this book may be useful in helping designers better communicate their ideas to programmers, but even in this respect it seems much more cursory than a "deep dive". This feels more for aspiring game designers that haven't played many games.Also the price is quite steep for 152 pages, where most pages include game screenshots.

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