Phaser Game Prototyping (The Book (only))
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Last updated on 2019-11-25
About the Book
You’ll find detailed working examples on the book's website with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations enhance the book’s explanation.
What you’ll learn:
- By the end of this workbook, you’ll have integrated into your own game designs:
- Adopted processes for business project management and agile software development.
- Organized a standard file structure for developing games in general;
- Used a blank game template to scaffold further game projects;
- Imported resources and game assets;
- Displayed, animated and moved game avatars on various screen renderings;
- Managed groups of game objects;
- Deployed heads-up display (HUD) on game scenes both inside and outside the canvas;
- Used customized web fonts;
- Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard);
- Rendered several physics systems;
- Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);
- Created and managed game state-phases;
- Managed permanent game assets across state-phases;
- Optimized your game for various mobile devices;
- Integrated 3rd-party scripts and services;
- Deploy single-player games.
- Web Sockets demystified for scalable massive online game deployments.
Who This Book Is For:
The Book (only)
Special pre-release discounted price. DOES NOT INCLUDE BONUS CONTENT. 507+ pages, Game Prototype guide (only).
Learn how to use this document and leverage revenues in our Gaming Community.
The Book with Bonus Content
Learn how to use this document and leverage revenues in our Gaming Community.
Following the book examples of generating Room Movement table with 2D arrays. (66 files; 17.2 MB
A*Star path finding for Phaser.
Two website back-ends to support ARRA games in ASP and PHP (91 files; 1.94 MB)
The book describes several games beyond ARRA rv_8 and rv_15. Here is the collection of software code for those bonus games. (416 files; 58 MB on disk). Life-Time licenses included a value of $180.
Legends of Renown Deeds rule book (Amazon edition - $2.99) - an active online RPG since 1993!
International Children Games
- Viewing this e-Book
About this Workbook:
- Workbook Content:
- Our References:
- Book formatting:
Who This Book Is For:
- Tweet This Book!
- Your newly obtained skills…
Bonus Content (4th Edition)
- Table of Contents
- Game Design System™ Recipes:
- Distribution Permission
Part I - Concept & Design
1 Game Studio & Project Setups
1.1 Workstation Setup
- Batteries not included … Web Server Required
- Development Tools
1.2 Project Setup
- Deeper Dive: Project Data Structure
- Deeper Dive: And its name shall be called …
- Project Directories & Files
1.3 Game Project Preparations
- What makes a Good Game?
1.4 Preparing a “Game Recipe™”
- What are you making?
- What technology will you use?
- What features are included?
- What features are mandatory?
- How will you encode it?
- Design Architecture: “Oh! Oh!”
- Design Architecture: “Top-down”
- Design Architecture: “Bottom-up”
- “Oh! Oh!” vs. Top-Down vs. Bottom-Up
- What’s your time-line?
- Are you ready?
1.5 Game Recipe™ Summarized:
- 1.6 Summary
- 1.7 Chapter References:
- 1.1 Workstation Setup
2 Building a Game Launch Pad
- 2.1 Example: Box Graphics Prototypes
- 2.2 Creating Prototype Mechanisms — 4-Step method
2.3 Game Recipe™ Step #1) the Front-Door
- Task #1-1 Instructions:
- Compare your code
- Mobile Single Web Page Applications
2.4 Task #2: Launching a Game
- Launching a Phaser v2.x.x Game
- Deeper Dive: Launching the Game.
Deeper Dive: Optional Game
- Deeper Dive: To Infinity and Beyond!
- 2.5 Summary
- 2.6 Chapter References:
3 Building Game Phases, States & Roses.
3.1 Step #1 of 4) Generate a game phase
- Deeper Dive: D.R.Y. Stand-alone
- Deeper Dive: The CMS Game Shell
- Deeper Dive: When to use the game shell model
3.2 Bare Bones Prototypes
- Inside a Game Phase
- 3.3 Deeper Dive: “Phaser Essential Functions”
3.4 Game Phase Prototypes
- ES6 Considerations: Strawberry
- Deeper Dive: Defining Other Game Properties
3.5 Game Phases as Modules
- Deeper Dive: ES9 Modules
- “Phaser.Game” — One File to Rule them all …
- Deeper Dive: Security
- Deeper Dive: Cache
- Deeper Dive: Loader Examples
- Splash.js or Language.js?
- Deeper Dive: JS Modules
- 3.6 Summary
- 3.7 Chapter References:
- 3.1 Step #1 of 4) Generate a game phase
4 Building Game Prototypes, Mechanisms & Tools
4.1 Task #3: Mini-Me
- Creating an Avatar (the visual display)
- Deeper Dive: Sprite Visuals
- Creating an Avatar (the metadata)
4.2 Task #4: Moving Game Elements
- Deeper Dive: Configuring the Keyboard
- Deeper Dive: Adding Buttons & Mobile Touch
4.3 Task #5: Things that go bump …
- Doors, Knobs and Buttons
- Deeper Dive: Button size considerations
- Interior Decoration
- 4.4 Task #6: When Worlds Collide …
- 4.5 Other Game Mechanism Categories
- 4.6 The Finish Line: You’re AWESOME … Gloat, Gloat …
4.7 Game Recipe™ Automation Tool
- Database Protection Considerations
- Database Schema Construction (Copyright-able!!)
- Remote Codebase Using AppML
- Building an AppML application
- Sample AppML codebase
- Remote codebase Using JSON
- Per-user storage
- 4.8 Chapter Source Code & Demo
- 4.9 Summary
- 4.10 Chapter References
- 4.1 Task #3: Mini-Me
- 1 Game Studio & Project Setups
Part II - Mechanisms into Mechanics
5 Game Mechanics & Systems
- 5.1 Game-Play vs Game Mechanics vs Game Mechanism
5.2 Game Mechanics (GM)
- Game Mechanics Suggested by Schell
- Actions Game Mechanics:
- Attributes, Objects, & States Game Mechanics:
- Deeper Dive: Game Phases Revisited
- Deeper Dive: StateManager
- Chance Game Mechanics:
- Rules Game Mechanics:
- Deeper Dive: Rules
- Deeper Dive: Rule Categories
- “Skills” Game Mechanics:
- “Space” Game Mechanics:
- 5.3 Phaser v2.x.x API into Game Mechanics (GM)
5.4 Game Design System™
- How it works
5.5 Game Genres
- Deeper Dive: Game Genres
- Deeper Dive: Game Modes
- 5.6 Summary
6 Dem’s fightin’ words
- 6.1 Dynamic Combat Menus
6.2 So, Give Me Some Space …
- Melee Weapons
- Ranged Weapons
6.3 OO!, OW! AH!, OW! Stayin’ alive! Stayin’ alive!
- Grid-less Combat
- Grid-ed Combat
6.4 Tactical Tiled-Maps
- Squares and Checkered Grids
- Hexagonal Grids
6.5 Rules of Engagement: Take 5 paces, turn and …
- Been there … done that …
6.6 “Where’s the beef?”
- Guitar hero - Time to get it Right!
- Days of our Lives - Drama Theater
- SCA Virtual Fighter Practice by Steve Echos
- En Guard method
- Yeap! Ya betcha’ ‘ur life!
- 6.7 Story narrative
- 6.8 Frisking, Fondling or Groping
- 6.9 Chapter Source Code
- 6.10 Complete Combat Prototypes
- 6.11 Summary
- 6.12 Footnotes
7 Whazzz-sUP! …. HUD Development
- 7.1 HUD Housing Development
- 7.2 HUD as Panels
- 7.3 HUD Panels outside the Canvas?!?
- 7.4 Play HUD Demo Here
- 7.5 Summary
- 7.6 Footnotes
8 Don’t make me think or “Artificial Intelligence for Dummies”
- 8.1 The “6 of 9”
- 8.2 Chasing
- 8.3 Evading
- 8.4 Patterns
- 8.5 Fuzzy logic
8.6 Finite State Machines (FSM)
- FSM Resolving Combat Outcomes
- FSM Resolving AI behaviors
8.7 Recursive World Feedback
- Probability Data Tables
- 8.8 Complete AI Prototypes
- 8.9 Chapter Source Code
- 8.10 Summary
- 8.11 Footnotes
9 Common Pitfalls
9.1 Lacking Debugging Tools?
- Deeper Dive: Console Commands
- 9.2 Same “Name-spaces”
- 9.3 Callbacks
9.4 Missing Documentation
- Deeper Dive: What is Dragon Speak
- 9.1 Lacking Debugging Tools?
- 5 Game Mechanics & Systems
Part III - Next Step … Distribution!
10 Distribution Preparation: Your Game Product
- 10.1 Development vs. Production
- 10.2 Create A Game Pipeline
- 10.3 Preparing for Mobile Deployment
- 10.4 Chapter References:
11 Marketing Channels Deployment
- 11.1 Channel Selection
- 11.2 What do I need?
- 11.3 Targeting Markets with the “Tower of Babel”
- 11.4 Channel Preparations
11.5 Generating a Profit
- In-Game Purchases
- Partnerships & Sponsors
- Player Interactions
- Paraphernalia Merchandising
- 11.6 Chapter Reference
- 10 Distribution Preparation: Your Game Product
Part IV - Project Walk-through
- 12 Making your first platform game
- 13 Phaser Game Design Course - Break Out!
- 14 Blood Pit and Blood Pit II
- 15 Phaser v2.x.x Game Prototype Library
16 No Cluedo? No “Clue”? Want some?
- 16.1 Bonus Clue-style Game: Kiko Escapes!
- 16.2 Kiko Escapes - About the Game
- 16.3 How to play -
17 Ruins of Able-Wyvern™
- 17.1 Source Code is here (online)
- 17.2 Online Live and Book Demonstrations:
18 Ruins of Able-Wyvern (rv_8)
- 18.1 Tile-Maps are Dead! Long live … Say what?
18.2 Separation of Concerns
- Why should I care … put a “SoC” in it!
18.3 Cataloging the Game World
- Fixed Generation (2D Frutti)
- To infinity and beyond …
- Fixed-Grid with Dynamic Rooms (2D Frutti with sprinkles)
- 18.4 Trickle Down - Wealth distribution
- 18.5 Population Control
- 18.6 Complete Movement Tables
- 18.7 Chapter Source Code
- 18.8 Summary
- 18.9 Footnotes
19 Ruins of Able-Wyvern (2.5D)
- 19.1 … just another Pretty Face?
- 19.2 Exhale; Inhale; … out with the old, in with the new.
- 19.3 Summary
20 ARRA: The Campaign
- 20.1 As above, so below … Multi-level Gaming!
- 20.2 An so the journey begins …
- 20.3 Chapter Source Code is here
- 20.4 Chapter Demo
- 20.5 Summary
- Appendix: Phaser Plugins
- Other resources:
- Sell your Game Assets
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