Tag: auto-prendas

Livros a ler/comprar.. prendas?

Eurogames: The Design, Culture and Play of Modern European Board Games, 2012, de Stewart Woods
+infos(na loja): LINK

It’s All a Game: The History of Board Games from Monopoly to Settlers of Catan, 2017,de Tristan Donovan
+infos(na loja): LINK

Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition 4th Edition, 2018, de Tracy Fullerton
+infos(na loja): LINK

Rules of Play – Game Design Fundamentals, 2003, de K Salen
+infos(na loja): LINK

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Umas lindas histórias..

Encontrei esta editora, a Bitmap Books, que tem publicado uns livros muitos interessantes, relacionados com as histórias dos videojogos. A quase totalidade do livros têm um destaque muito especial para imagens dos videojogos, acompanhados de algumas histórias acerca dos mesmos. Das publicações já consta uma lista muito interessante e diversificada, na qual se pode encontrar:
Commodore Amiga: a visual Commpendium
Super Famicom: The Box Art Collection
Generation 64 – How the Commodore 64 inspired a generation of Swedish gamers
A Gremlin in the Works
Sinclair ZX Spectrum: a visual compendium
Commodore 64: a visual Commpendium
NES/Famicom: a visual compendium
SNES/Super Famicom: a visual compendium
SEGA® Master System: a visual compendium
The Art of Point-and-Click Adventure Games
The CRPG Book: A Guide to Computer Role-Playing Games
H.G. Wells: The War of the Worlds Illustrated
ARTCADE – The Book of Classic Arcade Game Art (Extended Edition)
Metal Slug: The Ultimate History
The SNES Pixel Book
Atari 2600/7800: a visual compendium
Micro but Many: an unofficial Micro Machines collection

Ainda não tive o prazer de conhecer nenhum dos livros mas irei sem duvida querer ter acesso a dois/três deles :) Guess what? :P

+infos(Bitmap Books): https://www.bitmapbooks.co.uk/

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2GM Pacific

A malta do 2GM tem a decorrer uma campanha relativa ao jogo 2GM Pacific que relata as histórias da segunda grande guerra nas para os lados do pacifico.

Esta mesma editora é responsável pelo jogo 2GM Tactics, que é sobre o que se passou na Europa.

Existem várias formas de participação sendo que aquelas que destaco são:

39 euros + portes – 2GM Pacific + ALL unlocked Stretch Goals
ou então
130 euros + portes 2GM Pacific (New Core Game); ALL unlocked Stretch Goals; Italy Expansion (First Edition); Germany Reinforcement Expansion (First Edition); United Kingdom Expansion (First Edition); USSR Expansion (First Edition); Previous KS exclusive deck with 92 cards; 2GM Tactics original core game (in English)

O jogo parece ser interessante e acho que o preço é +-justo .. mas vai ter que ficar para outras oportunidades.

+infos(campanha): LINK 

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1941: Race to Moscow

Estive para participar nesta campanha deste jogo de tabuleiro, contudo hesitei porque ainda não joguei um outro jogo similar a ele, o 1944: Race to the Rhine. Esta campanha ficava em 60 libras+ 12 libras para o transporte (+- 85,55 euros), com alguns extras

+infos(campanha): LINK

+infos(comparação): LINK

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Handmade pixels: independent video games and the quest for authenticity

:) hoje é dia para divulgar por aqui livros, mais um: “Handmade pixels: independent video games and the quest for authenticity” de Jesper Juul

Acerca do livro:
“An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium.

Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium.

Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence.

Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn’t a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.”

Os conteúdos são:
High-Tech Low-Tech Authenticity: The Creation of Independent Style at the Independent Games Festival
A selective History of Independen Games
How to Make and Independent Games
The Aesthetics of the Aesthetics of the Aesthetics of Video Games
Whoe Cares If It’s a Game?
Conclusions: Independent Evermore

+infos(oficial): LINK

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Time and Space in Video Games: A Cognitive-Formalist Approach

Outro livro que gostava de ter acesso: Time and Space in Video Games: A Cognitive-Formalist Approach (Studies of Digital Media Culture, Bd. 9) de Federico Alvarez Igarzábal

“Video games are temporal artifacts: They change with time as players interact with them in accordance with rules. In this study, Federico Alvarez Igarzábal investigates the formal aspects of video games that determine how these changes are produced and sequenced. Theories of time perception drawn from the cognitive sciences lay the groundwork for an in-depth analysis of these features, making for a comprehensive account of time in this novel medium. The first book-length study exclusively dedicated to the topic, it is an indispensable resource for game scholars and game developers alike, while its reader-friendly style makes it readily accessible to the interested layperson.”

os conteúdos são:
Brain time in virtual space
“the state machine and the present moment”
“structuring gametime”
“cause, effect, and player-centric time
Interation in virtual space
“predictive thinking in virtual worlds”
“the goundhog day effect”
“the hybrid narrator”
Through the temporal landscape
“the speed of time”
“marshmallows and bullets”
“Chekhov’s BFG”

+infos(oficial): LINK
+infos(google books): LINK

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Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0

Aqui está um livro daqueles que gostava de testar: “Godot Engine Game Development in 24 Hours, Sams Teach Yourself: The Official Guide to Godot 3.0” dos autores Ariel Manzur e George Marques

Do programa do livro e em 24h faz parte:
Hour 1. Introducing the Godot Engine
Hour 2. Scene System
Hour 3. 2D Graphics
Hour 4. Scripting
Hour 5. Game 1: Space Shooter
Hour 6. More Scripting
Hour 7. Handling Input
Hour 8. Physics System
Hour 9. User Interface
Hour 10. Animation
Hour 11. Game Flow
Hour 12. File System
Hour 13. 3D Graphics
Hour 14. Project Management
Hour 15. Materials and Shaders
Hour 16. Lights and Shadows
Hour 17. Game 2: Bloxorz Clone
Hour 18. Environments
Hour 19. Sound
Hour 20. Particle System
Hour 21. Viewports and Canvas
Hour 22. Networking
Hour 23. Game 3: Networked Bomberman Clone
Hour 24. Exporting the Project
Hour 25. Native Code

+infos(oficial): LINK

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Ian Livingstone e James Wallis o livro..

Board Games in 100 Moves por Ian Livingstone e James Wallis, gostava de o ler :)

“Journey through 8,000 years of history, from Ancient Egyptian Senet and Indian Snakes and Ladders, right up to role-play, fantasy and hybrid games of the present day.
More than 100 games are explored chronologically, from the most ancient to the most modern. Every chapter is full of insightful anecdotes exploring everything from design and acquisition to game play and legacy.
Discover tales of Buddha’s banned games, stolen patents, boards smuggled into prison, and Dungeons & Dragons hysteria. Roll six to start, pass go, and learn more about your favourite board games, from Mahjong to Monopoly and more!”

+infos(loja): LINK

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Ainda sobre a GPi Case..

Mais uma imagens :)

+infos(oficial): http://retroflag.com/

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Neo Geo arcade stick

A malta do SNK vai colocar no mercado uma arcade stick :) vamos lá ver os preços deste brinquedo ;)

+infos(oficial):  LINK

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Catita :)

+infos(a loja): LINK

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Encontrei :)

Finalmente encontrei cá em Portugal quem faça um Arcade Stick para dois players e com botões de pinball machine ;) É feita em Barcelos para todo o país pela arcadebox.pt :)

agora é só juntar uns euros :P

+infos(página oficial): LINK

+infos(rede social): LINK

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The Unity Game Engine and the Circuits of Cultural Software e Graduate Skills and Game-Based Learning

Gostava de ter acesso a este livro “The Unity Game Engine and the Circuits of Cultural Software” de Nicoll, Benjamin e Keogh, Brendan

Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available ‘game engines’ have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.”

+infos(oficial): LINK

E a este livro “Graduate Skills and Game-Based Learning – Using Video Games for Employability in Higher Education” por Matthew Barr.

Graduate Skills and Game-Based Learning offers us a new tool for the heart and soul of graduate education, a tool for experimentation, risk-taking, creativity, and using failure as a form of learning. These are just the bits where we need the most help.

+infos(oficial): LINK

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Livros :)

Retro Gaming: A Byte-sized History of Video Games – From Atari to Zelda, por Mike Diver
+infos(loja): LINK

A Brief History Of Video Games: From Atari to Virtual Reality (Brief Histories), por Rich Stanton
+infos(loja): LINK

Games, Design and Play: A Detailed Approach to Iterative Game Design por Colleen Macklin
+infos(loja): LINK

Indie Games : The Complete Introduction to Indie Gaming, por Mike Diver
+infos(loja): LINK

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Command & Conquer, com uma nova roupagem

A malta da Electronic Arts decidiu ir buscar ao baú uma das lendas dos jogos de estratégia em tempo real (RTS). Relembro que esta marca/jogo foi comprado pela EA após vários negócios com o estúdio da Westwood Studios, e acabaram por deitar ao chão um produto que tinha imensos fans, dos quais eu era um deles.

Existem a agora várias promessas que começam com o envolvimento de vários elementos das equipas originais como é o caso de: Joe Bostic (co-criador do CnC), Steve Tall (programador), Mike Legg (audio) e Frank Klepacki (audio).

+infos(noticia): LINK

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A Compendium of ZX Spectrum Games – Volume One por Kieren Hawken

Vai ficar disponível este mês o livro A Compendium of ZX Spectrum Games – Volume One por Kieren Hawken, que resulta do compêndio de outros textos do mesmo autor. É um livro de apresentação de vários jogos que sairam para este fantástico computador :)

+infos(loja): LINK

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Consolas retro oficiais

Ando de olhos postos nas consolas retro. Algumas delas nunca brinquei nem experimentei, pois são demasiado antigas, outras sim :)

Eis a lista do que encontrei até ao momento à venda em Portugal :)

Consola SNES Nintendo Classic Mini, 

Consola SEGA MEGA DRIVE 85 jogos (Preto),


Consola Retro ATARI Flashback 8 Gold,

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The Indie Game Developer Handbook

Gostava de ter acesso a este livro: The Indie Game Developer Handbook

Os principais tópicos deste livro são:
Indie Game Development
Development Tools and Resources
QA, Localisations and Age Ratings
PR and Reaching Out to the Press
Websites, Forums and Source Control
Tax, Legal and Other Odds and Ends

+infos(loja): LINK

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Video Games You Will Never Play (auto-prenda)

Aqui está um livro que gostava de ler, e que provavelmente vai ser uma auto-prenda. O titulo do livro é Video Games You Will Never Play e os seus autores é a comunidade Unseen64.

video games you will never play by unseen64

+infos(oficial): LINK

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A ler/consultar..

Atari to Zelda: Japan’s Videogames in Global Contexts por Mia Consalvo


+infos: LINK

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