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Description
This is a guide to designing (NOT programming) Adventure games (Interactive Fiction) on your computer. This useful book explains how to go about turning your ideas into a solid data framework that could then be used by a coder to create a working game.
We talk you through...
• Creating the story
• Creating a rough map
• Fleshing out your map with details
• Adding puzzles intelligently and believably into your map and story
• The proper use of NPCs
• Killing the main character
• Organising your ideas into clear documentation
• The importance of narration
• How to write effective location descriptions
• Organising your game's data and extracting it ready for programming
• Effective playtesting
• Golden Rules of adventure game design
Additional hints and tips from world-renowned Adventure game authors such as:
Scott Adams - former CEO of Adventure International). Fergus McNeill (Bored of the Rings, The Boggit, The Colour of Magic), Trevor Hall (Author of Twin Kingdom Valley), Phil South (co-designer of Fish! for Magnetic Scrolls), Terry Greer (Heroes of Karn), Scott Denyer (Arnold the Adventurer), and Tim Gilberts (former CEO - Gilsoft).
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