Let's make a list of the best books that every game developer should read.
Each answer should have a single book (by title and optionally author), a link to buy the book, and a short synopsis of what the book is about.
|
Let's make a list of the best books that every game developer should read. Each answer should have a single book (by title and optionally author), a link to buy the book, and a short synopsis of what the book is about. |
|||||||||||||||||||||
|
|||||||||||||||||||||
We're looking for long answers that provide some explanation and context. Don't just give a one-line answer: please explain why you're recommending it as a solution. Answers that don't explain anything will be deleted. See Good Subjective, Bad Subjective for more information. |
|||||||||||||||||||||
As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or specific expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, see the FAQ for guidance.
|
Creating Interactive Fiction with Inform 7 Although I'm not nearly a good enough writer (yet?) to do much with Inform 7, I think the platform is a model for accessibility in programming, and a great environment for game designers with weak programming skills as well as strong programmer/writers. Aaron's book is a worked example of a full Inform project, and goes into details on writing styles for interactive fiction as well as the technical details of the Inform language, interpreter, and editor. |
||||
|
|