Cover image for Going to War : Creating Computer War Games.
Going to War : Creating Computer War Games.
Title:
Going to War : Creating Computer War Games.
Author:
Darby, Jason.
ISBN:
9781598637427
Personal Author:
Physical Description:
1 online resource (481 pages)
Contents:
Contents -- Introduction -- Chapter 1 Welcome to War Games -- A Brief History of War Games -- New Model Army -- Board and Hex Wars -- Computer War Games -- Battle Card Games -- Computer and Board Games -- Making War Games Using Multimedia Fusion 2 -- Chapter 2 Introduction to Multimedia Fusion 2 -- Installing Multimedia Fusion 2 -- Program Creation Process in MMF2 -- Starting MMF2 -- Program Walkthrough -- Program Areas -- The Editors -- Storyboard Editor -- Frame Editor -- Event Editor -- Event List Editor -- Picture Editor -- Expression Evaluator -- Objects: The Key to Development -- System Objects -- Chapter 3 Your First Creation -- Creating the Application File -- Setting Up the Screen -- Playback -- Writing the Code -- Chapter 4 Creating Ideas -- History -- Ancient Civilizations -- Medieval -- Renaissance -- Napoleonic -- Americas and the New World -- Recent History -- Fantasy Worlds -- Science Fiction -- Basic Game Engine Document -- Unit Types -- Terrain Types -- Unit Movement -- Game Phases -- Combat Tables -- Chapter 5 Your First Hex Map -- What Is a Hex Map? -- Creating Your First Hex Map -- Connecting to the Library File -- Placing Your First Hexagon -- Placing Additional Tiles -- Positioning Your Tiles -- Placing Tiles Using Code -- Importing New Tiles -- Placing Units -- Duplicating and Cloning -- Duplicating in the Frame Editor -- Cloning in the Frame Editor -- Chapter 6 Movement -- Assigning Movement Points -- Adding a Counter -- Assigning Alterable Values -- Basic Movement Point Calculation -- Setting the Value -- Setting the Counter -- Reducing Current Movement Value on a Key Press -- Negative Alterable Value -- Moving Your Units Onscreen -- Programming Movement -- Multiple Unit Movement -- Coding Multiple Movement -- Preventing Units from Leaving the Screen -- Replacing Tiles to Ensure That They Are Unique -- Skipping Units.

End Turn -- End of Turn Group -- Activating and Deactivating Groups -- Chapter 7 Terrain Effects -- Creating Terrain Modifiers -- What Is an Array? -- Using the Array for Your Movement Table -- Dinosaur Terrain Example File -- Movement Units -- Alterable Values on Tiles -- Adding and Configuring the Array -- Coding Terrain Movement -- Setting Up the Array Entries -- Update Code -- Updating Dinosaur Movement -- Preventing or Allowing Movement on Terrain -- Engine Issues -- Terrain Type Issue -- Preventing Multiple Units on the Same Terrain Tile -- Making the Placeholder Objects Disappear -- Chapter 8 Weather -- Implementing Multiple Terrain Effects -- Adding Another Tile Type -- More About Weather -- Game Timeframes -- Random Weather -- Reducing Movement Based on Weather -- Chapter 9 Enemy Movement -- Basic Enemy Movement -- Message -- Advancing Enemy Movement -- Wargame Map Object -- Enemy Movement Example -- Pre-Configured Items -- Creating the Code -- Implementing Movement Points -- Computer Unit Orders -- Trigger Movement Orders -- Creating the Code -- Creating a Destination Group -- Prevent Player Units Overlapping Computer Units -- Multiple Computer Units Movement -- Chapter 10 Attack and Defense -- Basic Player Combat Example -- Pre-Configured Items -- Coding Basic Combat -- Player Combat All Units -- Amending the Button Clicked Event -- Setting Objects Reference to a Counter -- Combat Group Code -- Computer Combat -- New Objects and Screen Size -- Order of Running -- Enemy Combat Order -- Changes to the Original Code -- Enemy Combat Group Code -- Additional Concepts -- Line of Sight -- Morale & Retreat -- Multiple Soldiers in One Unit -- Chapter 11 Generals and Officers -- Officer Attributes -- Identifying a Unit with an Officer -- Setting Up Officers -- Chapter 12 Digging In -- Trench Warfare -- Outposts, Forts, and Castles.

Towns and Cities -- Other Defenses -- Implementing -- Chapter 13 Maps -- Scrolling -- Changing the Screen Size -- Creating a Placeholder Graphic -- Coding the Screen Scrolling -- Mini-Maps -- Programming the First Frame -- Programming the Mini-Map Frame -- Fog of War -- Chapter 14 Money -- Paying Income per Tile Location -- Preconfigured Items -- Naming of Objects -- Configuring the Alterable Values -- Coding the Income -- Paying Income per Area -- Coding Income per Area -- Chapter 15 Testing and the Debugger -- What Are Bugs? -- Why Find Them? -- Debugging & Product Releases -- The Debugger -- Starting and Using the Debugger -- Using Counters or Other Objects -- Chapter 16 Editors -- What Is an Editor? -- Creating an Editor -- Creating an Array File -- Creating the Editor -- Changing the War Game File -- Chapter 17 All at War -- All at Sea -- Types of Sea Equipment -- Game Ideas -- Look to the Sky -- Types of Flying Machines -- Game Ideas and Concepts -- Space Wars -- Game Ideas -- Reference -- Drama Series -- Documentaries -- Movies -- Books -- Board & Table Games -- Computer Games -- Appendix A: War Game Engine -- Player Units -- Computer Units -- Terrain Tiles -- Global Values -- Phase Order -- Always Running -- Running in Order -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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