In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys. Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics. Despite their visual simplicity, roguelike games captivate thousands of players around the world. From the author of the bestselling Stay Awhile and Listen series, Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games introduces you to the visionaries behind some of the most popular roguelikes of all time and shows how their creations paved the way for the blockbuster videogames of today—and beyond.
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams.
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
A colorful history of visual signalling methods used at sea, from AD 900 to today. What Ship, Where Bound? takes its title from the familiar opening exchange of signals between passing ships, and celebrates the long history of visual communications at sea. It traces the visual language of signalling from the earliest naval banners or streamers used by the Byzantines in AD 900 through to morse signalling still used at sea today. The three sections, Flag Signalling, Semaphore, and Light Signalling each trace the development of the respective methods in meeting the needs of commanders for secure and unambiguous communication with their fleets. Though inextricably linked to naval tactics and fleet manoeuvres, the history of signalling at sea also reflects the exponential growth in global maritime trade in the nineteenth century when dozens of competing systems vied for the attention of ship owners and led to a huge proliferation of codes. By setting each method in the context of its time, the book explores their practical use, successes and shortcomings and, particularly in the case of signal flags – though by no means exclusively so – their place in our visual, cultural and maritime heritage. Covering a wide spectrum of visual signalling methods from false fire, through shapes, furled sails and coloured flags to experiments in high speed text messaging by signal lamp, the book also examines the complex interrelation between all three methods under battle conditions. A detailed analysis of visual signal exchanges before and during the Battle of Jutland reveals both the success and ultimate limitations on flag signalling at the limits of visibility. Extensively and beautifully illustrated, the book will appeal to present and former mariners familiar with the signals, all those with an interest in naval and maritime history, with particular emphasis on late eighteenth-century signalling practice, artists and ship modellers, graphic designers and all those involved in visual communications today. “A brief but colorful history of the signaling at sea and ashore, with much emphasis on the use of flags, semaphore, and telegraph in the age of sail, and how these have evolved through the ages. . . . A fascinating addition to the literature of the sea.” —Warships: International Fleet Review
Craddock, a journalist, outlines how to use alternative energy sources such as solar, wind, biomass, geothermal energy, and hydropower. He discusses their pros and cons, how they work and what makes them efficient, and areas where they need improvement. He also describes several case studies of their use, with instructions on how to build solar panels, battery chargers, and ovens, biogas generators, wind turbines, and other do-it-yourself projects."--Book News.
In 2014, Yacht Club Games released its very first game, Shovel Knight, a joyful 2D platformer that wears its NES influences on its sleeve. This unlikely pastiche of 8-bit inspirations manages to emulate the look, feel, and even the technical limitations of nostalgic titles like Mega Man, Zelda II, and Castlevania III-imbued with a contemporary sense of humor and self-awareness. But how is a fundamentally retro game created in the modern era? And what do the games of the past have to teach today's game designers? Based on extensive original interviews with the entire Yacht Club Games team, writer David L. Craddock unearths the story of five game developers who worked so well together while at WayForward Games that they decided to start their own studio. From the high highs of Shovel Knight's groundbreaking Kickstarter to the low lows of its unexpectedly lengthy development, Boss Fight presents a new master class in how a great game gets made. Get ready to steel your shovel and dig into this fascinating oral history. For Shovelry!
Game Dev Stories: Interviews About Game Development and Culture Volumes 1 and 2 are a collection of interviews from renowned author David L. Craddock as he explores all corners of the video game industry. Collected from the author's archives, Game Dev Stories gathers conversations with individuals from all corners of the industry: Who they are, the paths they paved, and their contributions to this multibillion-dollar industry. This text offers viewpoints from well-known individuals like John Romero, Tom Hall, and Matt Householder. From artists and writers to programmers and designers, Game Dev Stories offers amazing insights and understanding to what occurs behind the screens of your favorite games and may help inspire future game developers in pursuing their dreams. Author Bio David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
An entertaining, race-against-time narrative." —Kobo review "A fast-paced look into seven-day roguelikes, something so niche most people wouldn't have heard about, but the book is well written and shows how important it is to get your thoughts down so you can sort out your ideas." —Goodreads review Eleven game designers. Eight grand ideas. Seven days to will them into reality. Every year, programmers around the world compete in the 7-day roguelike challenge, or 7DRL, a weeklong game jam where participants endeavor to design and program a roguelike role-playing game. Their obstacles: day jobs, family responsibilities, sleep deprivation, and visionary concepts too big for 168 hours to contain. Told over a series of daily journal logs, One-Week Dungeons: Diaries of a Seven-Day Roguelike Challenge chronicles the journeys of eleven 7DRL participants as they race to build their dream games before the clock expires. David L. Craddock writes fiction, nonfiction, and grocery lists. He is the author of over a dozen nonfiction books about video game development and culture, including the bestselling Stay Awhile and Listen series and Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room, and fiction for young adults, including The Dumpster Club and Heritage: Book One of the Gairden Chronicles. Find him online @davidlcraddock on Twitter.
Around the world, millions of people hijack cars in Grand Theft Auto, role play fantastical heroes in World of WarCraft, and crush candy on phones as small as wallets yet nearly as powerful as desktop computers. Long before video games became a multi-billion-dollar industry, a small group of hackers created the Apple II, a PC that contained less memory than the average size of a Microsoft Word document and turned heads by outputting graphics in color. Some users tapped its resources to design productivity software. Others devised some of the most influential games of all time. From the perils along the Oregon Trail and the exploits of Carmen Sandiego to the shadowy dungeons of Wizardry and Prince of Persia s trap-filled labyrinth, Break Out recounts the making of some of the Apple II s most iconic games, illustrates how they informed the games we play today, and tells the stories of the pioneers who made them."--Page 4 of cover.
It is the Year 1994... In North America, turn-based strategy games were trampled by flashier video games like Doom and Mortal Kombat. All but one: Sid Meier's Civilization, a game of conquest and megahit developed by Maryland-based MicroProse. Over in southwest England, the producers at MicroProse UK aspired to design a tactical game that matched or exceeded the success of their American counterparts, who viewed the UK branch as nothing more than a support studio. Nearby, a bespectacled teenage boy toiled away on his home computer, dreaming of the day his programming aptitude would catch up to the epic campaigns unfolding across his imagination. From his early experiments in board games to digital battlefields that lit up bestseller charts, Monsters in the Dark charts the career of legendary designer Julian Gollop through the creation of 1994's X-COM, a terrifying and terrifyingly deep wargame hailed as "the finest PC game" (IGN) and "a bona fide classic" (GameSpot).
U.S. Navy Supply Corps Ensign Ross Hofmann had no idea what was in store for him when he arrived at Cavite Naval Base in October 1941. Two months later, Japanese forces struck the Philippines, destroying the base and forcing U.S. personnel to retreat to Bataan. There, Hofmann joined a makeshift unit of Army Aircorps ground personnel, U.S. Marines, U.S. sailors, U.S. Naval ground battalions and Filipinos to fight a Japanese force that landed nearby. In March 1942, with the fall of Bataan imminent, he traveled to Cebu to run supplies through the blockade of Bataan and Corregidor. Soon after his arrival, the Japanese landed on Cebu, forcing the Americans to retreat again. Hiking through jungles and crossing dangerous waters in barely seaworthy vessels, Hofmann avoided capture and reached an American base in Mindanao. He received orders to establish a seaplane base on Lake Lanao. As Japanese troops landed nearby, two seaplanes returning from Corregidor stopped to refuel, one of them hitting a submerged rock on take-off. In a harrowing race against the enemy advance, Hofmann and others worked feverishly to fix the plane and escape before the Japanese converged on Lake Lanao. This memoir recounts Hofmann's experiences in vivid detail. Instructors considering this book for use in a course may request an examination copy here.
Every Sunday all over the world people rise up and claim to speak in the name of God. It is an astonishing thing to do and an astonishing claim to make. It is small wonder that the sermon has been the focus of debate, discussion and investigation. It has been dismissed as irrelevant in today's culture and has become the butt of numerous jokes and caricatures. Yet the claim persists that these human words in some way can become God's message to these hearers. This collection of twenty-nine articles by international experts in the area of homiletics coincides with the revival of interest in preaching over the last twenty-five years. It is practical without being merely tips for preachers; and it offers the necessary theoretical discussion for anyone who wants to take the art of preaching seriously. No important issue has been omitted and, taken as a whole, the book constitutes a first class introduction to the principles, processes, context and theology of preaching. Contributors include: Walter Brueggemann, David Buttrick, Fred Craddock, Edward Farley, John Killinger, Richard Lischer, Thomas Long, Elaine Lawless, Jolyon Mitchell, Cheryl Sanders and Thomas Troeger.
SUPREMACY NEGOTIATING REAL ESTATE DEALS is packed full of tactics and strategies about how to be a truly motivated and successful negotiator without losing credibility or integrity.
Before personal computers and game consoles, video arcades hosted cutting-edge software consumers couldn't play anywhere else. As companies like Atari, Commodore, and Nintendo disrupted the status quo, publishers charged their developers with an impossible task: Cram the world's most successful coin-op games into microchips with a fraction of the computing power of arcade hardware.From the first Pong machine through the dystopian raceways of San Francisco Rush 2049, Arcade Perfect: How Pac-Man, Mortal Kombat, and Other Coin-Op Classics Invaded the Living Room takes readers on an unprecedented behind-the-scenes tour of the decline of arcades and the rise of the multibillion-dollar home games industry.*Discover how more than 15 coin-op classics made the jump from cabinet to cartridge including Ms. Pac-Man, Street Fighter II, NBA Jam, Terminator 2, and more.*Based on research and interviews with dozens of programmers, artists, and designers. *Delve into the guts of the Atari 2600, Sega Genesis, Super NES, ZX Spectrum, and other platforms to find out how they stacked up against arcade hardware.*Read bonus interviews with John Tobias (Mortal Kombat), Ed Logg (Gauntlet, Asteroids), ex-GamePro editor Dan "Elektro" Amrich, and more.
Book One of the Gairden Chronicles Prince Aidan Gairden's life was planned out for him 800 years before he was born. On his sixteenth birthday, he will take up Heritage, the magical sword wielded by his mother and generations of Gairden ancestors before him, and lead the kingdom of Torel into a new golden age of peace and prosperity. That's how his mother envisions his impending reign. Aidan prefers to see it as decades of sitting in an uncomfortable chair listening to old men bicker over property lines and taxes. If Aidan had his way, he would leave the sword and throne behind for a life free of responsibility. To Aidan's utter shock, Heritage grants his wish. In front of his parents and the entire kingdom, the sword rejects Aidan, leaving Torel without an heir. While Aidan struggles to find his place, an ancient evil awakens and provokes a war between Torel and the warrior tribes of the west. Thrust upon a bloody trail of deception and corruption, Aidan is forced to make a desperate choice: lead Torel in a war he does not believe in, or be banished from his home and family forever.
In 1980, computers were instruments of science and mathematics, military secrets and academia. Stern administrators lorded over sterile university laboratories and stressed one point to the wide-eyed students privileged enough to set foot within them: Computers were not toys.Defying authority, hackers seized control of monolithic mainframes to create a new breed of computer game: the roguelike, cryptic and tough-as-nails adventures drawn from text-based symbols instead of state-of-the-art 3D graphics.Despite their visual simplicity, roguelike games captivate thousands of players around the world. Revised and updated, Dungeon Hacks: Expanded Edition collects the original 2015 book, plus more interviews and stories about developers and games inspired by formative roguelike RPGs.Expanded Edition Includes: -New Introduction-3 Additional Books: One-Week Dungeons: Diary of a Seven-Day Roguelike Challenge, Anything But Sports: The Making of FTL: Faster Than Light (with bonus content), and Red to Black: The Making of Rogue Legacy-Transcript from the author's panel with Rogue co-creators Michael Toy, Glenn Wichman, and Ken Arnold at the 2016 Roguelike Celebration Conference-Photos, Interviews, Behind-the-Scenes Info, and More
This is an accessible overview of all aspects of employee share schemes, types of schemes, the legal, financial and taxation implications, how to administer them and their role in wider business and human resources strategy contexts.
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