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Indie Game Development with C# & XNA

By Sagmiller, Dan, Violet

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Book Id: WPLBN0003468495
Format Type: PDF eBook:
File Size: 16.06 MB
Reproduction Date: 2/12/2014

Title: Indie Game Development with C# & XNA  
Author: Sagmiller, Dan, Violet
Volume:
Language: English
Subject: Non Fiction, Technology, Game Development
Collections: Authors Community, Technology
Historic
Publication Date:
2014
Publisher: Learn Build Play
Member Page: Dan Violet Sagmiller

Citation

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Violet Sagmiller, B. D. (2014). Indie Game Development with C# & XNA. Retrieved from http://www.self.gutenberg.org/


Description
I've taught many college classes on game development. All the while had trouble selecting training materials. Eventually I started creating my own training materials. Class after class I would improve the content based on the students reactions/retention. Now I have a book that I used in my own classes.

Summary
Make your first video game by learning C#, and then XNA. Manage a team of freelance developers and keep them motivated with Agile. Market and release the game.

Excerpt
Space Ghost: "Moltar, I have a gigantic brain, capable of turning any machine into a simple yes or no answer." Kathy Konfident: "Despite the fact that Space Ghost, immediately after, destroyed the machine he was working with, his description of AI (albeit accidental) was accurate. AI is simply turning an array of data into a simple yes or no question and acting on it."

Table of Contents
Who is this book for? Game Design Brain Storming Session Code Name & Genre 30 Second Commercial Why will the Game be Fun? Why will the Game Sell? Similar Game Comparison Player Stories Proofs Management The Roles The Team The Resources Keep it Fun Coding the Console Variables Decisions Loops While GUI Properties Window Load Event Buttons & Boxes Loops: For…Next Countdown… Score & Scope ListBox and TextBox Scrolling in Color Method to the Madness. Object Oriented Programming Programming with CLASS Class Variables and Variable Classes Generic List of For Each Overriding ToString Inheritance Interfaces Overriding Equals Overloading Methods Constructors Static Variables Overriding Operators Properties vs Variables Making the Game / Architecture Game Design Document To Sprint or to Waterfall? Sprint 1, Working Environment Sprint 2, Adding the Ship Sprint 3, Moving the Ship Sprint 4, Screen Lock the Ship Sprint 5, Add a Star Field Sprint 6, Shoot… Sprint 7, Thrust Sprint 8, a Challenger Appears Sprint 9, Target Practice Sprint 10, Polish the dust Sprint 11, Simple Levels Sprint 12, $how me the Money! Sprint 13, Enemies Fire Back Sprint 14, Player explosion. Sprint 15, Menus Sprint 16, Levels Scripted Sprint 17, Story Line Sprint 18, The Boss Sprint 19, Upgrades Releasing the Game Testing, Polishing Marketing Investors Closing

 
 



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