Generation Decks tells the story of the mould-breaking fantasy card game, Magic: The Gathering. The brainchild of misfit maths genius Richard Garfield, Magic combines complex gameplay with collectability. When it came out in 1993 it transformed the lives of quiet braniacs who had longed for a way to connect and compete. It made millionaires of its creators, and it kick-started the era of professional gaming.
Titus Chalk tells the game’s story – from its humble origins to its continued success in today’s digital age. Prepare to meet Generation Decks, a community like no other.
‘Who doesn’t love a story about small town dreamers who make it big? A gripping tale with a journalistic eye for how fast fortunes, and the world, change.’
Samira Ahmed, Culture journalist and Presenter of BBC Radio 4’s Front Row
‘After reading Generation Decks, I fell even more in love with the game.’
Jonathan Little, professional poker player and author
‘A fascinating insight to the blood, sweat, and tears that went into creating one of the world’s most iconic card games.’
Jimmy Wong, actor, host and filmmaker
‘An enthralling tale of oddball game makers, fan obsession and big money.’
Tristan Donovan, author of Replay: The History of Video Games
‘This book will add Flying to all the cards in your memory of Magic.’
Ian Bogost, author of Play Anything
Titus Chalk is a freelance writer based in Berlin, Germany. He has written and broadcast about sport, culture and games for outlets including Deutsche Welle, Tagesspiegel and FourFourTwo. He has been playing Magic: The Gathering since Revised Edition and even occasionally wins. Now, on the wrong side of 30, he is hatching plans to write fiction. Hatching little plans from little eggs beneath the skin.
Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.
Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.
Documenting the round-the-clock crunches, buggy-eyed burnout, and last-minute saves, Blood, Sweat, and Pixels is a journey through development hell—and ultimately a tribute to the dedicated diehards and unsung heroes who scale mountains of obstacles in their quests to create the best games imaginable.
The book’s focus is the game’s simulation mode, in which you’re tasked with building a dwarf city. Once you learn how to establish and maintain your very first fortress, you can consult the more advanced chapters on resource management and training a dwarf military. You’ll soon have stories to share from your interactions with the Dwarf Fortress universe.Create your own world, then locate a site for an underground fortressEquip your party of dwarves and have them build workshops and roomsProduce a healthy food supply so your dwarves won’t starve (or go insane)Retain control over a fortress and dozens of dwarves, their children, and their petsExpand your fortress with fortifications, stairs, bridges, and subterranean hallsConstruct fantastic traps, machines, and weapons of mass destruction
* Leads the industry with more than $11 million in online cashes
* Excels on the tournament circuit with over $4 million in live cashes
* Placed in the top three in online tournaments 651 times to date
Many strong poker players have written books explaining their thought processes. However, players at the low- to mid-stakes who want to advance to the highest levels find the leap a daunting one. Chris, through years of hard work, has achieved this advance and now wants to help you do the same.
Moorman’s Book of Poker has a unique approach. Chris analyzes 80 tournament hand histories played by co-author Byron Jacobs – a typical mid-stakes player. The adoption of a coaching format allows Chris to explain in clear detail exactly what is needed to progress to the next level of expertise.
• Accelerating development with external libraries and proven patterns
• Managing browser differences between IE, Firefox, and Chrome
• Creating INTERACTIVE FICTION “gamebooks” that leverage new CSS3 features and impress.js
• Building PARTY games around the lightweight atom.js engine
• Developing PUZZLE games with the easel.js graphics rendering engine
• Writing PLATFORMERS with melon.js and its integrated tilemap editor
• Coding intense 2-player FIGHTING games for web browsers with game.js
• Building a SPACE SHOOTER with the jQuery-based gameQuery game engine
• Implementing pseudo-3D techniques like ray casting for an FPS (First Person Shooter) style game
• Producing a 16 bit RPG (Role Playing Game) complete with interfaces for dialog, inventories, and turn-based battles with enchant.js
• Building an isometric RTS (Real Time Strategy) game that incorporates server components along with node.js, socket.io, and crafty.js
• Engaging players with content that encourages exploration
Turn to The Web Game Developer’s Cookbook for proven, expert answers–and the code you need to implement them. It’s all you need to jumpstart any web game project!
This new edition begins with a preface by author Dan Wells, the first person to read the completed novel, and a new afterword by Sanderson explaining how he came to write the book and its place in the Cosmere, the unified universe of all his Tor novels.
Also included is an expanded version of the "Ars Arcanum" appendix, with more of the technical details of the book's magic that fans can never get enough of.
Elantris was truly a milestone both for Sanderson and for the genre of epic fantasy. It deserves this special treatment, something Tor has done only once before, with Orson Scott Card's Ender's Game. Sanderson fans old and new will be excited to discover it.
Other Tor books by Brandon Sanderson
The Stormlight Archive
The Way of Kings
Words of Radiance
The Mistborn trilogy
Mistborn: The Final Empire
The Well of Ascension
The Hero of Ages
Mistborn: The Wax and Wayne series
Alloy of Law
Shadows of Self
Bands of Mourning
Other Cosmere novels
The Alcatraz vs. the Evil Librarians series
Alcatraz vs. the Evil Librarians
The Scrivener's Bones
The Knights of Crystallia
The Shattered Lens
The Dark Talent
The Rithmatist series
Other books by Brandon Sanderson
At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.