The purpose of this book is to show how someone could specify a video game more or less and have the computer create the rest. The video game will not cover humans. The video game factors are map, motion, appearance and related, lighting, attributes, abilities, inventory, intelligence of objects, pausing and saving, complexity and difficulty. The user can specify several properties of these, by default, by difficulty and value, by linking them to each other, and with complicated formulas if somehow the regular ones aren't enough. They will specify the data in chunks for what doesn't default. Helpful tips for how the computer could work are given. The Table of Contents is duplicate, but the book is otherwise very well organized.
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