Author: Dakota Krout
Publisher: Mountaindale Press
ISBN: 9781792649721
Category : Magic
Languages : en
Pages : 0
Book Description
Forbidden magic, devastating enemies, and treasures they'd kill for. Joe has them all, and is gaining more. Survival isn't enough. He needs to win.
Sidequest Adventures
Author: Mark Teppo
Publisher: 47north
ISBN: 9781477848234
Category : Fantasy fiction, American
Languages : en
Pages : 0
Book Description
For the first time, these three stand-alone SideQuest adventures, set in the alternate history world of the popular Foreworld Saga, are collected in a single volume The Beast of Calatrava, by Mark Teppo, is an intriguing alternate history tale in which both a battle-scarred former knight with a blood-soaked history and a monk with a mysterious past face the encroaching Templar crusade and the war coming to Iberia. In The Shield-Maiden, by Michael "Tinker" Pearce and Linda Pearce, a headstrong and skilled young Viking woman struggles through the stigmas of her time to claim her spot among the fiercest of fighters. The Lion in Chains, by Angus Trim and Mark Teppo, is a visionary adventure in which the legendary Robin Hood joins forces with a clandestine order of warrior monks to rescue the kidnapped King Richard the Lionheart.
Publisher: 47north
ISBN: 9781477848234
Category : Fantasy fiction, American
Languages : en
Pages : 0
Book Description
For the first time, these three stand-alone SideQuest adventures, set in the alternate history world of the popular Foreworld Saga, are collected in a single volume The Beast of Calatrava, by Mark Teppo, is an intriguing alternate history tale in which both a battle-scarred former knight with a blood-soaked history and a monk with a mysterious past face the encroaching Templar crusade and the war coming to Iberia. In The Shield-Maiden, by Michael "Tinker" Pearce and Linda Pearce, a headstrong and skilled young Viking woman struggles through the stigmas of her time to claim her spot among the fiercest of fighters. The Lion in Chains, by Angus Trim and Mark Teppo, is a visionary adventure in which the legendary Robin Hood joins forces with a clandestine order of warrior monks to rescue the kidnapped King Richard the Lionheart.
Rexus
Author: Dakota Krout
Publisher: Mountaindale Press
ISBN: 9781792649721
Category : Magic
Languages : en
Pages : 0
Book Description
Forbidden magic, devastating enemies, and treasures they'd kill for. Joe has them all, and is gaining more. Survival isn't enough. He needs to win.
Publisher: Mountaindale Press
ISBN: 9781792649721
Category : Magic
Languages : en
Pages : 0
Book Description
Forbidden magic, devastating enemies, and treasures they'd kill for. Joe has them all, and is gaining more. Survival isn't enough. He needs to win.
Quests
Author: Jeff Howard
Publisher: CRC Press
ISBN: 1000576450
Category : Art
Languages : en
Pages : 316
Book Description
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
Publisher: CRC Press
ISBN: 1000576450
Category : Art
Languages : en
Pages : 316
Book Description
Combining theory and practice, this updated new edition provides a complete overview of how to create deep and meaningful quests for games. It uses the Unity game engine in conjunction with Fungus and other free plugins to provide an accessible entry into quest design. The book begins with an introduction to the theory and history of quests in games, before covering four theoretical components of quests: their spaces, objects, actors, and challenges. Each chapter also includes a practical section, with accompanying exercises and suggestions for the use of specific technologies for four crucial aspects of quest design: • level design • quest item creation • NPC and dialogue construction • scripting This book will be of great interest to all game designers looking to create new, innovative quests in their games. It will also appeal to new media researchers, as well as humanities scholars in the fields of mythology and depth-psychology that want to bring computer-assisted instruction into their classroom in an innovative way. The companion website includes lecture and workshop slides, and can be accessed at: www.designingquests.com
Side Quest
Author: Samuel Sattin
Publisher: HarperCollins
ISBN: 035873102X
Category : Young Adult Nonfiction
Languages : en
Pages : 211
Book Description
For fans of dungeon crawls and dice rolls—and anyone wanting to know more about them—Side Quest is a stand-alone graphic novel history of roleplaying games (RPGs), from ancient games to those played today, with personal stories from creators throughout! With a meld of history, fantasy, and memoir, Side Quest: A Visual History of Roleplaying Games gives existing fans of tabletop roleplaying games (TTRPGs) insight into the history of the medium—and provides a gateway for anyone new to the phenomenon. The creators, Steenz and Samuel Sattin, narrate the book, switching between personal stories about their RPG experiences and concrete information that reveals the fascinating and often little-known history of these games. (Did you know that H. G. Wells created an RPG in the early 1900s? You will soon, along with so much more!) This is an inviting introduction to what TTRPGs are, why they matter, and how readers can get involved. And like any popular guide to arcana, this book is geared toward an audience of gamers, non-gamers, and general readers alike. Equal parts enlightening, adventurous, and approachable, this appealing graphic nonfiction book is one that everyone can enjoy!
Publisher: HarperCollins
ISBN: 035873102X
Category : Young Adult Nonfiction
Languages : en
Pages : 211
Book Description
For fans of dungeon crawls and dice rolls—and anyone wanting to know more about them—Side Quest is a stand-alone graphic novel history of roleplaying games (RPGs), from ancient games to those played today, with personal stories from creators throughout! With a meld of history, fantasy, and memoir, Side Quest: A Visual History of Roleplaying Games gives existing fans of tabletop roleplaying games (TTRPGs) insight into the history of the medium—and provides a gateway for anyone new to the phenomenon. The creators, Steenz and Samuel Sattin, narrate the book, switching between personal stories about their RPG experiences and concrete information that reveals the fascinating and often little-known history of these games. (Did you know that H. G. Wells created an RPG in the early 1900s? You will soon, along with so much more!) This is an inviting introduction to what TTRPGs are, why they matter, and how readers can get involved. And like any popular guide to arcana, this book is geared toward an audience of gamers, non-gamers, and general readers alike. Equal parts enlightening, adventurous, and approachable, this appealing graphic nonfiction book is one that everyone can enjoy!
The Legend of Zelda - Tears of the Kingdom - Strategy Guide
Author: GamerGuides.com
Publisher: Gamer Guides
ISBN: 1630419001
Category : Games & Activities
Languages : en
Pages : 2321
Book Description
Updated 4th August 2023 Now featuring over 364 guide pages! ----- Embark on a quest to find the missing princess, uncover the truth behind a cataclysm, and explore Hyrule's landscapes and floating islands. The guide for The Legend of Zelda: Tears of the Kingdom features everything you need to know to explore Hyrule to its fullest! Learn how to solve the Shrines, how to clear every Temple, tackle Side Quests and Side Adventures, defeat challenging bosses, and locate elusive Armor!- A detailed look into all of the various Gameplay Mechanics such as Horses, Hearts and Stamina, and navigating the Depths - Main Quest coverage, such as how to find and complete each of the Temples - How to use all of the Zonai devices - Walkthroughs for Side Quests - Breakdown of Side Adventures - Expert strategies on how to complete the Shrines - How to unlock all Towers and uncover your maps - Boss Strategies for the most challenging encounters - Information on Korok Seeds, such as what puzzles to look out for and Pouch upgrades - Where to get useful Equipment such as all of the Resistance Equipment
Publisher: Gamer Guides
ISBN: 1630419001
Category : Games & Activities
Languages : en
Pages : 2321
Book Description
Updated 4th August 2023 Now featuring over 364 guide pages! ----- Embark on a quest to find the missing princess, uncover the truth behind a cataclysm, and explore Hyrule's landscapes and floating islands. The guide for The Legend of Zelda: Tears of the Kingdom features everything you need to know to explore Hyrule to its fullest! Learn how to solve the Shrines, how to clear every Temple, tackle Side Quests and Side Adventures, defeat challenging bosses, and locate elusive Armor!- A detailed look into all of the various Gameplay Mechanics such as Horses, Hearts and Stamina, and navigating the Depths - Main Quest coverage, such as how to find and complete each of the Temples - How to use all of the Zonai devices - Walkthroughs for Side Quests - Breakdown of Side Adventures - Expert strategies on how to complete the Shrines - How to unlock all Towers and uncover your maps - Boss Strategies for the most challenging encounters - Information on Korok Seeds, such as what puzzles to look out for and Pouch upgrades - Where to get useful Equipment such as all of the Resistance Equipment
Everquest Online Adventures
Author: Debra Lockridge
Publisher: Prima Games
ISBN: 9780761544227
Category : Games & Activities
Languages : en
Pages : 676
Book Description
Brave the New Frontiers - Exhaustive walkthrough for each class quest (up through Level 20) - Detailed city maps listing every important NPC and merchant - Complete loot tables for every area - Breakdown of all class abilities - Complete faction listings - All trade skill recipes revealed
Publisher: Prima Games
ISBN: 9780761544227
Category : Games & Activities
Languages : en
Pages : 676
Book Description
Brave the New Frontiers - Exhaustive walkthrough for each class quest (up through Level 20) - Detailed city maps listing every important NPC and merchant - Complete loot tables for every area - Breakdown of all class abilities - Complete faction listings - All trade skill recipes revealed
Narrative Mechanics
Author: Beat Suter
Publisher: transcript Verlag
ISBN: 3839453453
Category : Social Science
Languages : en
Pages : 363
Book Description
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
Publisher: transcript Verlag
ISBN: 3839453453
Category : Social Science
Languages : en
Pages : 363
Book Description
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
RPG Programming with XNA Game Studio 3.0
Author: Jim Perry
Publisher: Jones & Bartlett Publishers
ISBN: 0763782858
Category : Computers
Languages : en
Pages : 282
Book Description
RPG Programming Using XNA Game Studio 3.0 provides detailed information on role-playing games (RPGs) and how to create them using Microsoft’s XNA Game Studio 3.0. The book examines the history of the genre and takes a piece-by-piece approach to producing a 2D tile-based game, demonstrating how to create the various components that make up an RPG and implement them using C# and XNA Game Studio 3.0. By the end of the book, readers will have built a complete toolset that can be used to create data for their own RPGs. Learn how to: * Creating the characters and monsters that populate RPG worlds * Add stats and skills to allow game entities to perform actions * Populate the game world with items and treasures. Construct a conversation editor to add another degree of interaction * Create a multiple-step quest system to give players goals to research during gameplay * Creating a tile engine for displaying the world Populating the game world with items and treasure * Implementing a sound and music system * Adding multiplayer support
Publisher: Jones & Bartlett Publishers
ISBN: 0763782858
Category : Computers
Languages : en
Pages : 282
Book Description
RPG Programming Using XNA Game Studio 3.0 provides detailed information on role-playing games (RPGs) and how to create them using Microsoft’s XNA Game Studio 3.0. The book examines the history of the genre and takes a piece-by-piece approach to producing a 2D tile-based game, demonstrating how to create the various components that make up an RPG and implement them using C# and XNA Game Studio 3.0. By the end of the book, readers will have built a complete toolset that can be used to create data for their own RPGs. Learn how to: * Creating the characters and monsters that populate RPG worlds * Add stats and skills to allow game entities to perform actions * Populate the game world with items and treasures. Construct a conversation editor to add another degree of interaction * Create a multiple-step quest system to give players goals to research during gameplay * Creating a tile engine for displaying the world Populating the game world with items and treasure * Implementing a sound and music system * Adding multiplayer support
The Super Side-Quest Test!
Author: Thomas Flintham
Publisher:
ISBN: 9781536451160
Category :
Languages : en
Pages : 78
Book Description
King Viking has a new giant robot to help him take over the Animal Town. Super Rabbit Boy must stop him, but he needs a secret item. And to get the item, he has to defeat a dragon, escape a dungeon, and avoid lots and lots of robots. Can Super Rabbit
Publisher:
ISBN: 9781536451160
Category :
Languages : en
Pages : 78
Book Description
King Viking has a new giant robot to help him take over the Animal Town. Super Rabbit Boy must stop him, but he needs a secret item. And to get the item, he has to defeat a dragon, escape a dungeon, and avoid lots and lots of robots. Can Super Rabbit
Computers and Games
Author: Jonathan Schaeffer
Publisher: Springer Science & Business Media
ISBN: 3540205454
Category : Computers
Languages : en
Pages : 442
Book Description
The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem).
Publisher: Springer Science & Business Media
ISBN: 3540205454
Category : Computers
Languages : en
Pages : 442
Book Description
The Computers and Games (CG) series began in 1998 with the objective of showcasing new developments in arti?cial intelligence (AI) research that used games as the experimental test-bed. The ?rst two CG conferences were held at Hamamatsu,Japan(1998,2000).ComputersandGames2002(CG2002)wasthe third event in this biennial series. The conference was held at the University of Alberta(Edmonton,Alberta,Canada),July25–27,2002.Theprogramconsisted of the main conference featuring refereed papers and keynote speakers, as well as several side events including the Games Informatics Workshop, the Agents in Computer Games Workshop, the Trading Agents Competition, and the North American Computer Go Championship. CG 2002 attracted 110 participants from over a dozen countries. Part of the successoftheconferencewasthatitwasco-locatedwiththeNationalConference of the American Association for Arti?cial Intelligence (AAAI), which began in Edmonton just as CG 2002 ended. The CG 2002 program had 27 refereed paper presentations. The papers ranged over a wide variety of AI-related topics including search, knowledge, learning, planning, and combinatorial game theory. Research test-beds included one-player games (blackjack, sliding-tile puzzles, Sokoban), two-player games (Amazons, awari, chess, Chinese chess, clobber, Go, Hex, Lines of Action, O- ello, shogi), multi-player games (Chinese checkers, cribbage, Diplomacy, hearts, spades), commercial games (role-playing games, real-time strategy games), and novel applications (Post’s Correspondence Problem).