Derek Yu

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Spelunky When Derek Yu released Spelunky for free in his roguelike inspired platformer took the indie game community by storm with its combination of classic platform mechanics extreme difficulty and r

  • Title: Spelunky
  • Author: Derek Yu
  • ISBN: 9781940535111
  • Page: 330
  • Format: Paperback
  • When Derek Yu released Spelunky for free in 2008, his roguelike inspired platformer took the indie game community by storm with its combination of classic platform mechanics, extreme difficulty, and random level generation Four years later, Spelunky s HD remake went on to become PC Gamer s Game of the Year and earn perfect scores from Polygon and Eurogamer But how is a When Derek Yu released Spelunky for free in 2008, his roguelike inspired platformer took the indie game community by storm with its combination of classic platform mechanics, extreme difficulty, and random level generation Four years later, Spelunky s HD remake went on to become PC Gamer s Game of the Year and earn perfect scores from Polygon and Eurogamer But how is a perfect game made Spelunky is Boss Fight s first autobiographical book the story of a game s creation as told by its creator Using his own game as a vehicle, Derek Yu discusses such wide ranging topics as randomization, challenge, indifferent game worlds, player feedback, development team dynamics, and what s required to actually finish a game Grab some ropes, a mattock, and your favorite pug this book is going to dig deep.

    • Free Download [Children's Book] ↠ Spelunky - by Derek Yu ✓
      330 Derek Yu
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      Posted by:Derek Yu
      Published :2018-09-26T08:57:47+00:00

    One thought on “Spelunky

    1. Sjors on said:

      Read it through from beginning to end in one sitting, something I haven't done in about 15 years. Of course very much dependent on my current obsession with the game, but Yu very clearly and interestingly goes into the depths of his creative process. Hard to put down.

    2. Amar Pai on said:

      Pretty good. I read this on Kindle Cloud E-Reader! Dot com. Truly, the future is here. I already feel ripped off though that I paid $5

    3. Peter Derk on said:

      Such a great read! Spelunky, if you haven't played it, is a roguelike platformer. Which means it's kinda like crossing The Legend of Zelda with Super Mario Bros. with D&D. The gimmick is that the game randomly generates the levels. Which sounds like it totally shouldn't work, but it totally does. Through some clever coding, each level being made of tiles with certain rules, levels are always generated in such a way that the player can navigate from beginning to end using only movements that [...]

    4. Bill Mason on said:

      I contributed to Boss Fight Books' Kickstarter campaign pretty much solely for this book. While a bunch of them looked interesting, at the time of the campaign I was subject to the austerity inherent in founding a startup. There were two reasons why I couldn't pass up the Spelunky book, though (above the fact that the digital copy was inexpensive): 1) a couple of years ago, I played a lot of Spelunky -- a lot of Spelunky; 2) this is one of the few (only?) books in the series written by the subje [...]

    5. Ben Hart on said:

      Despite Spelunky being a masterpiece (as close as you can get to a literally perfect videogame), I knew very little before reading this about it's creator Derek Yu. I expected him to be some John Carmack style uber-geek who dreams in C++ but he's anything but really - remarkably down to earth and relatable. It's fascinating learning from the horse's mouth how the game's features and systems came to be as part of Spelunky's rather long-winded development.Maybe not one to read if you're not a Spel [...]

    6. Ben on said:

      This is a thoroughly enjoyable little read. I would really only recommend this to a reader who has actually spent some time playing Spelunky, because even if it is super fascinating to see some of the creative process explained from the game developer himself, it seemed necessary to have at least a passing familiarity with the source material to appreciate certain sections. Regardless, this was very entertaining and extremely interesting to go 'behind-the-scenes' into the world of indie developm [...]

    7. Alex Keen on said:

      I really enjoyed Derek's discussion about the development and the reasoning behind many of his decisions. However, as the book went along it seemed more and more like writing this book was more of a burden than a pleasure. I greatly appreciate that he took the time out of his life to bring the development of this essential game to life and I look forward to what he makes next! (Spelunk 2 please)

    8. BW Diederich on said:

      It is by the person who designed what I think is the best game in the entire world. It's got a lot of great insight into decisions made, and design choices. Mostly though it made me want to finish it and start playing Spelunky regularly again, which I am now doing.

    9. Steven on said:

      A super interesting window into the development process of one of the best designed games in the last decade.

    10. Jacob Tjornholm on said:

      Spelunky is an amazing game.Personally I’m not a huge fan of actually playing it, because I suck and die all the time. However, I still fire it up from time to time and play for half an hour before I get frustrated again.I keep coming back to this game even though I know that I’ll get my ass kicked yet again. This is quite rare for me. Usually I’ll just move on if a game is too hard. I’m that kind of gamer, I guess. Apart from Super Meat Boy, Spelunky is the only game that keep pulling m [...]

    11. Bunbun on said:

      Yu gives a chronological account of the development of Spelunky, from being a freeware build on the TIGSource forums to becoming an indie success with ports to multiple major platforms. He talks about everything from where his passion for game development came from to how he responds to criticism from players and cultural critics. I loved reading the beginning chapters that's all about where the original inspiration for the game came from, namely roguelikes and platformers, and how he took what [...]

    12. Matt King on said:

      An engaging and inciteful guide into creating one of biggest indie games of recent years.This book covers all areas of developing an indie game without getting too technical. Derek is honest about his own successes and failures whilst sharing the spotlight with others that helped him. Essential reading for all budding indie developers.

    13. Evan on said:

      Great read if you've ever played Spelunky and are interested in how it was made. Also great even if you haven't played it but just like video games and want to read an interesting story about developing games from someone who's quite successful in the industry.

    14. Jez Burrows on said:

      A fascinating, generous book about a deeply infuriating game. I'd recommend this to any game dev, but also to designers of any stripe—Derek Yu's approach to design and problem-solving is just so reasonable and diligent, and he does a great job of writing about it.

    15. Rahul Jani on said:

      Inspiring dive into the timeline of development for Spelunky, written by the games designer.

    16. Kenny on said:

      I'm also a game developer, only a single degree of separation removed from Derek; I will not pretend to know how a non-developer would enjoy this book, so this review might be useless to you.I also happen to particularly enjoy procedural generation and roguelikes (or roguelites or whatever you want to call them), so this was an incredibly practical book for me. I've been playing Spelunky since the original TIGSource release and finally got around to beating it on the Steam version. I was struck [...]

    17. Jeffrey on said:

      I've played 139 hours of Spelunky since I purchased it on February 1 of 2014. I instantly loved the art and the world but it was hard -- too hard. In this book, Yu describes how many players pick up the game and then put it back down pretty quickly because of how unforgiving it is. In my case, it was April 16th before I'd make it to the Jungle (the second world). I still remember making it to 2-1 and feeling like I'd accomplished something huge. Of course, the game was really just beginning at t [...]

    18. Evan on said:

      Cool little mini autobiography centered around not only Derek Yu's process of getting Spelunky off the ground, but also a brief background of his getting into game design in general. Highly recommended for those who enjoyed Indie Game: The Movie, whose characters actually come into play at certain points in the story. Braid, Super Meat Boy, Fez, and Spelunky itself all released within roughly the same 5 year window - as the independent dev scene was relatively small and niche at the time, should [...]

    19. Daniel Beck on said:

      I love Spelunky. It's definitely one of my favorite video games, bar none. So I was excited to read this first-hand account of its creation. And some of that excitement was borne out by the book that I read. It's fun to read a story you know is going to end cheerfully.But like Spelunky the game, Spelunky the book is not without its flaws. For example, I was particularly disappointed with Derek Yu's discussion of his relationship with criticism of his game. Spelunky, despite being a wonderful gam [...]

    20. Joshua Unsworth on said:

      Reading Spelunky is like sitting down in the pub with a good friend, having a refreshing drink as they tell you about game development. This ‘friend’ is Derek Yu, developer of the titular game, Spelunky. Having the developer open up and talk about their process and experiences of releasing a title in such an open way raises this book above many of its contemporaries and makes it an essential read for anyone interested in the process of game development. The style is refreshingly informal, in [...]

    21. Angus Fletcher on said:

      "What was your inspiration? How did you get the idea?"I can't think of two questions that seem to make creative people sadder. There's nothing about being creative that means you have to be process oriented. What I mean is that it's entirely possible to make things without really knowing where they came from. Something can kick around in your brain for a little while and then one day it gets born. Yu not only outlines what he sees as the chief pieces and influences that led to him making Spelunk [...]

    22. Mikhail on said:

      I think there are a lot of valuable lessons about game design in this book that don't require the reader to have played Spelunky, the development and post-release life of which is documented in this book written by its creator.I do think, much like reading this book will augment your appreciation for Spelunky, that having played it will also make you appreciate the story and the insights more.I've particularly enjoyed the inside look at the development of the HD remake for XBLA, and the thought [...]

    23. Carlos Domínguez on said:

      Diverging a little from the other "Boss Fight Books" publishings, the nature of this book is very "Indie Game: The Movie-like". It's a chronicle about the origins and development of the game, straight out from the mouth (or hands) of it's creator. The amount of insight the book gives about the reasoning behind the games' design choices, the "out of the game" processes the project had to go through and the social and emotional context in which the game was created, makes this a perfect read for a [...]

    24. Scott on said:

      This is a tidy, entertaining little read as much about Spelunky creator Derek Yu's experience developing the game and its HD XBLA remake as it is about how relationships, business, audience feedback, and general whimsy affect the creative process.I am seriously impressed at the ease of Yu's writing. This book reads like a fun weekend conversation or -- God help me -- one of the less annoying TED Talks. With references to his childhood, games new and old that influenced him, and major players in [...]

    25. Kyle on said:

      An elucidating look into the creation of a video game classic, and also a deep dive into what it takes to get a large scale creative project done. Derek Yu's prose is workman-like and gets the job done as he communicates the struggles of pushing deadlines and overcoming creative hurdles in a simple, fun-to-read book.I wouldn't suggest the book to anyone who hasn't spent a fair amount of time actually playing Spelunky but I feel like that's a given.

    26. Sam on said:

      Really excellent. I was so pleasantly surprised by this book. I'd not played Spelunky before reading the book, so knew next to nothing about it. The book is a great firsthand account of indie game development/design. I wish the Boss Fight series had more like this. Derek Yu is a skilled writer and this was just a pleasure to read. Also, Spleunky is totally a game I wish I'd made myself.

    27. Thomas Maluck on said:

      An entertaining, educational, and insightful series of game design and production anecdotes. I think a successful Boss Fight book is one that thrives whether or not the reader has played the title game. I have never played Spelunky, but I was riveted by its origin story and player reactions all the same.

    28. Aaron Burch on said:

      As someone who hasn't played Spelunky nor really cares about how video games are made, but who continues to read every Boss Fight Book cause I'm just a fan and a total sucker for the ones that are more of a mashup for video game + the personal, this was another in the series that just wasn't for me, but if your interests are where mine aren't, maybe you'll be super into this.

    29. Michelle on said:

      I've never played the game Spelunky and probably never will since it's not my type of game. But Derek Yu's account of how he created the game was an awesome read, with many thought-provoking insights into design of not just games but all sorts of storytelling experiences. The book is riddled with my highlights.

    30. Hayden Scott-Baron on said:

      My first Boss Fights Book, I was surprised it was as small as it was. The written style is conversational, but reads well. It's nice to go back to 2008 and remember the enjoyment I had with the beta version.

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