Yeah the blamco mac and cheese is dope. I preordered the elder scrolls cookbook I think it comes out in march
Edit: yup march, different author though
The Elder Scrolls: The Official Cookbook https://www.amazon.com/dp/1683833988/ref=cm_sw_r_cp_apa_i_vTCrCbPET4FG7
There is quite more to it, starting with George Lucas wanting the entire story completely swapped with Boba Fett causing the studio to have to scrap most of the original story and completely rethink how the game plays from the e3 and back. Then when Disney bought Lucas and gave EA video game rights the team tried to sell the game to them, but EA just said they wanted to hire some of them for a new Star Wars RPG game.
Source: Jason Schreier an editor Kotaku made a book after going around interviewing people in the game development world called Blood, Sweat, and Pixels (Amazon Link)
I recommend checking out his book from a couple.years ago, Blood, Sweat, & Pixels.
Details a lot of the development of Diablo 3, Destiny, Uncharted 4, Witcher 3, Dragon Age Inquisition, and more. https://www.amazon.com/dp/0062651234/ref=cm_sw_r_cp_apa_i_6rw-Cb9RDZERF
Going to piggyback on this comment just to throw out a general recommendation for Masters of Doom by David Kushner. It's a fantastic in-depth look at the creation of Id, the history of its two lead developers (Carmack and Romero), and how much of a massive impact their games had on the industry.
I imagine you're already aware of it given your interest, but in case you (or others) aren't Jason Schreier's book Blood, Sweat and Pixels has a whole chapter on Destiny's pre- and post-launch troubles. Schreier's the guy who broke the story on Anthem's awkward development just this week.
One of the biggest things I learned from Jason Schreier's Blood, Sweat and Pixels is that E3 "playable demos" are almost always tailor-built for the show. Sometimes they're one of the few things actually up and running at all. They're not demoing a working build; they're running a program that shows how they hope the final product will run someday... maybe.
If you's havent heard about it, i recommend picking up the book by Kotaku journalist /u/jasonschreier - 'BLOOD, SWEAT AND PIXELS', its available online and has a section all about the origins of Stardew Valley and lots of interesting insight (Such as how Barone learned to fake lighting in his video game due to his lack of knowledge around it)
If you're serious about getting into software development, I'd recommend you start looking into data structures and algorithms as well. It's something I think a lot of people who were self-taught tend to miss because it's not required knowledge to program, but it will give you a huge competitive advantage.
While I haven't read it, this book seems like a good introduction to the concept: https://smile.amazon.com/dp/1617292230/?coliid=I34MEOIX2VL8U8&colid=MEZKMZI215ZL&psc=0
From there I'd recommend looking at MIT's Intro to Algorithms, 3rd Edition. A bit more advanced, but the topics in there will play a huge role in getting a job in software.
The other two are alive, yes. When we the players fought C'thun way back in Ahn'qiraj, we fought what amounted to the tip of a finger. When we defeated Yogg in Ulduar, we had the help of a half dozen Titanic Keepers, some of the most powerful beings the Titans left behind. Neither Old God is dead, and even if they were I don't know that it would significantly reduce their threat. After all, Y'shaarj has been dead for millennia and we spent a whole expansion fighting what was basically a few drops of his blood (the Sha in Pandaria).
Most of our Old God lore can be found centralized in Chronicle Volume 1. You could also check out Wowpedia if you want to get trapped for hours.
Most of what we know about the Old Gods happened many thousands of years before the events of the Warcraft games, so a lot of it comes from sources like these.
Edit: Swapped the WoWWiki link for a link to Wowpedia instead. After looking at both, it seems that WoWWiki is pretty out of date.
That’s a million dollar question, literally. If there were a formula for defining fun, all games (video, board, tabletop) would be fun.
Some games like Minecraft and DnD5e hit just the right marks to make the authors filthily rich, but no one has ever managed to make more than a few hundred rules of thumb to get there.
If you want to dive deeper into this question, there are hundreds of books about game design available. I haven’t followed the field for quite some time now, but my personal favorite is The Art of Game Design. The author made his name by creating rides at Disney Land.
If you enjoyed this you should read Masters of Doom, or listen to Wil Wheaton's very good reading of it (that's what I did).
It's a very interesting and entertaining book.
You still get a free audiobook when signing up to Audible, right?
Masters of Doom is an amazing book, and I've been yearning for it to get a good Hollywood treatment for years.
The thing that concerns me here is that James Franco is practically the age of John Carmack now.. 40something. He's way too old to star in a series about the early days of id in the 80s/early 90s when all those guys were in their 20s.
A quick trip to IMDB and I don't see him listed as a producer on anything that he isn't starring in.
Also.. I'd much rather see this as a proper movie, or a mini-series at most..
Check out Blood, Sweat and Pixels for a bit of in depth info about the creation of The Witcher 3 and the seriously humble beginnings of CD Projekt. It has several other stories of games being made in a crunch period as well, it's a great read.
There's a whole chapter here about how much trouble DAI went through because of that janky engine.
https://www.amazon.com/Blood-Sweat-Pixels-Triumphant-Turbulent/dp/0062651234
Frostbite is a cancer. I'm hoping Jedi Fallen Order sells like hotcakes so that EA's forced to reckon that (a) single player games are relevant and (b) that non-Frostbite games are easier to develop.
Guys, if you're interested in the making of Destiny, or stories like this in general, i encourage you to read Blood, Sweat, and Pixels. It is really good.
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture https://www.amazon.com/dp/0812972155/ref=cm_sw_r_cp_api_i_BisuCbWTTJ6X5
I don’t read much physical paper books but I read this over the course of 2 days.
If you have any interest in these guys or Doom or computer games from that era I highly recommend this book.
Not sure if you're joking or not, but there is no book written by Tom Clancy that The Division is based off of. There is a book called Tom Clancy's The Division: New York Collapse that acts as a companion piece to the game, but it was written in conjuction with the game's development, so the game isn't based off of it (if anything, it's the other way around), and Tom Clancy had nothing to do with it considering the fact he had been dead for years before it was written.
For those who are interested, this recipe is from the official Elder Scrolls Cookbook which you can find on Amazon:
https://www.amazon.com/Elder-Scrolls-Official-Cookbook/dp/1683833988
The reason this one waited from Early Release to Release date is because the recipe called for a 2-week waiting period for the infusion process.
Bright moons fellow Scrollers!
Which cook book is is that? I was thinking about getting this one for my little sister so she can bake sweet rolls is there a better cook book?
The Elder Scrolls: The Official Cookbook https://www.amazon.com/dp/1683833988/ref=cm_sw_r_cp_api_glt_fabc_GNNRHE56SCSSHZM5YMFP?_encoding=UTF8&psc=1
That engine (Quake 1, Quake 2, Quake 3) was mostly written by John Carmack. A huge amount of games were based on that engine, or used pieces of that engine (Half-Life, Hexen, early CoD games etc).
If you want a really good perspective of the id Software guys while making these games check out "Masters of Doom" which is an excellent book chronicling the development of those id Software games.
Note: Carmack was really really good at coming up with creative solutions to hardware limitations without sacrificing what they wanted the gameplay to be like.
World of Warcraft: Chronicle Volume 1 https://www.amazon.de/dp/1616558458/ref=cm_sw_r_cp_apa_nvVZAbA5PHH1Q
World of Warcraft: Chroniken Bd. 1 https://www.amazon.de/dp/3833232641/ref=cm_sw_r_cp_apa_EwVZAbHJB67EP
It is on Amazon in German and in english
If you're majoring in Computer Science at basically any university, a course on the subject will probably be required for the major. So, if you're not in a rush, you can probably tackle it as part of the natural progression.
If you want an easy to digest resource that still does a good job covering the concepts to prepare, though, I would always recommend Grokking Algorithms. I link to Amazon because I like having hard copies of everything on hand, but I believe you can also find this exact book online with some Googling.
Honestly, I really can't stress this enough, reading Masters of Doom encapsulates the birth of id up to Daikatana (covering The Ultimate Doom and DOOM II into QUAKE 1) can describe it way better than I can.
The general gist is: Romero was a jock, Carmack was a nerd, Romero wanted to go big, Carmack wanted to go realistic, Carmack is a coding WIZARD, Romero is a slacker, Carmack is kinda an autist, Romero is kinda a douchebag (up till Daikatana kicked him in the balls).
It's a pretty good read, and heck, I don't like reading purely text books and I read it when I was very young.
Maybe I can contribute this this discussion. I am an engineer (electrical) learning software dev as well. Algorithms was a required course in my program. Code is an algorithm. Studying algorithms gives people an insight on how to write better code by considering time/space complexity and accounting for edge cases.
Do not go into algorithms because employers ask for it and you need to memorize certain algos to get a job. This approach will lead you nowhere and you will just lose time. Study algorithms with this thought in your head: "How is this algorithm can applied to the code I have written in the past? Can I use some steps in my code? How does computational complexity behaves if the data/input goes up?" Algorithms can truly be fun once your frame your thought process in terms of steps. Knowing how your code behaves is also the first step in optimizing your code. It is true that you can have a successful software dev career without learning algorithms, but it is very difficult to optimize performance of your code without the knowledge that comes with understanding algorithms and algo analysis.
This way you should be able to connect formal definitions of some algos to real life applications. There are many algorithms out there but when you see an algorithms on the job requirements list know that they are not asking if you have memorized some popular algos, they ask if you can think in steps and/or write code that uses algos in full or partially.
I read "Artificial Intelligence: A Modern Approach" but a lot of the stuff went over my head. I found Grokking algorithms to be a good foundation when I started getting deep into this topic. After that, I read AIMA again and it made much more sense.
There is a mini art book that came with a special bundle edition and they have a journal , survivalist book out on Amazon that got great reviews. Tom Clancy The Division New York Collapse
Agreed that the graphics are top notch and there should have been a bigger collectible book
UPDATE: found this https://www.amazon.com/Art-Tom-Clancys-Division/dp/1783298340/ref=sr_1_2?ie=UTF8&qid=1482424283&sr=8-2&keywords=the+division+book
Start with this thread: reddit thread
You can find the book here: Amazon: Book Blood-Sweat-Pixels
https://www.amazon.com/Tom-Clancys-Division-York-Collapse/dp/1452148279
There is the Amazon link. It is pretty cheap and I recommend getting a new copy to make make sure you get all the little things that come with it and without the puzzles solved and such inside the book.
Honestly, whilst Nobbels videos are the best way to go in depth on a specific subject, you might find it hard to understand the world and overarching storyline still.
Blizzard are releasing books that compile the lore together, This is chapter one: Amazon
I'm looking forward to chapter 3 coming in a month. These are a fantastic source for beginners with lore, they keep it all in order and don't overwelm you. Then if you want to know more in depth, go to Nobbel.
I like this one: Grokking Algorithms: An Illustrated Guide for Programmers and Other Curious People (Amazon) it explains algorithms in plain English, with real life situations and also uses pseudocode and then python to solve