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Game Magic : A Designer's Guide to Magic Systems in Theory and Practice

By: Jeff Howard (Author)

Manufacture on Demand

Ksh 14,950.00

Format: Paperback or Softback

ISBN-10: 1466567856

ISBN-13: 9781466567856

Publisher: Taylor & Francis Inc

Imprint: A K Peters

Country of Manufacture: US

Country of Publication: GB

Publication Date: Apr 22nd, 2014

Publication Status: Active

Product extent: 376 Pages

Weight: 532.00 grams

Dimensions (height x width x thickness): 23.50 x 16.10 x 1.70 cms

Product Classification / Subject(s): None
Games development & programming

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  • Description

  • Reviews

This book explains how to construct magic systems and presents a compendium of arcane lore. Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. It explains how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also shows how to divide a simulated world into domains of influence and how to use specific rule systems to simulate powers within these realms.

Make More Immersive and Engaging Magic Systems in Games

Game Magic: A Designer’s Guide to Magic Systems in Theory and Practice explains how to construct magic systems and presents a compendium of arcane lore, encompassing the theory, history, and structure of magic systems in games and human belief. The author combines rigorous scholarly analysis with practical game design advice in the form of a magical recipe book (grimoire).

The book gives you an in-depth understanding of the history and structure of magic to make your games richer and deeper. It shows how to set up tables of correspondences and spell components as well as how to write programming code integrating these components as part of game mechanics. It also illustrates how to divide a simulated world into domains of influence (such as alteration, conjuration, and necromancy) and how to use specific rule systems to simulate powers within these realms.

Showing you how to weave compelling magic into your games, the book is interspersed with examples that illustrate how to design and program magic systems. Working examples are available for download on a supporting website.


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