It feels like ages ago since I began the journey of writing this book.
In its first year, more than 4500 copies were sold, and its reception
exceeded my wildest expectations. I am thankful to all those who
bought it and also to those who took the time to spread the word
to others. Because technology develops at such an unrelenting
pace, however, the work of a good author is never quite finished.
In this revised edition of the book, you’ll find most of the same
material from the original (although some of it has found a permanent
place online), as well as what I hope is new and exciting coverage
of more advanced topics like mobile development for
devices.
Game development is a strange hybrid of many skills and styles
merged together. One can argue that games are the most complicated
form of entertainment to create. They not only require solid
coding, attractive design, and sound user interface decisions, but
also the best games all share one particular aspect: they’re fun to
play. This “fun factor” can be especially elusive because it is so
subjective. Different genres of games appeal to different people in
different walks of life. Very few games, if any, are going to appeal
to everyone, everywhere, all the time.
That said, the most popular type of game for players on the
Internet are what have been termed “casual” games. If you’re not
familiar with this phrase, casual games are meant to appeal to a
wide audience and focus on simplicity and approachability over
depth and realism. This is not to say that some casual games are
not deep and realistic, but the audience for a complicated tactical
simulation on a console is very different from someone killing
10 minutes on his or her lunch break at work. Casual games can
fall into any number of genres, from classic arcade-style games like
Pac-Man to puzzle and logic games like Tetris. In fact, both of the
titles I just mentioned have one thing in common: they are both
products of an era in game development (from the late 1970s to
mid-1980s), when the focus was not on spectacle and moviequality
graphics and audio, but rather on creating games that were
first and foremost fun to play.