"Walk-Thru Tutorial Series" - Blood Pit II™ (The Course)
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Course Info

This course includes 10 attempts.

Discover how to create Massive Multi-Player Online Games (MMoG) using the Step-by-Step Game Recipe methods in this course. This is a "Mega" construction course; you'll learn two different online games deliveries using these game mechanics with WebSockets. When you're finished, you will have a production pipeline to create as many different Massive Multi-Player Online Games as your imagination can dream of!

You'll also get bonus download examples, source code, abridged references on how to do every single thing in this course, so you can copy and paste these into your own game design and then modify those resources for your own purposes and bespoke releases.

I would like to guide you in creating several modes of Massive Multi-Player Online Games. We will use these game mechanics, mechanisms and the development methods discussed in Phaser III Game Prototypes and Phaser III Game Design. By the end of this tutorial, you should have a fully functional Massive Multi-Player Online Games (MMoG) and two different delivery modes (PWA and CMS) using your own gaming assets. There is a supporting website where you can download the bonus content included with your course purchase.  

Course Objectives  

  • How to **migrate single-player games** into a 2-player online delivery mode (not using "hot-seat")!  
  • How to use dynamic, client-side, proxy servers and migrate this game from its current single-player mode (with AI Bot) into a routed Remote Procedure Call (rRPC) 2-player mode (not using "hot-seat")!  
  • How to include "Asynchronous Availability" during gameplay and migrate this gameplay mode (with AI Bot) into an online "Asynchronous Availability" multi-player mode using postal mail or email game turns! The FREE game rule book will help "deconstruct" this game mechanics.  
  • This final external "Step-by-Step" tutorial guides us in building a complete MMoG CMS, using MOM over WebSockets for 2 to 8 participants, a membership system, game lobby, player matching services, and other various cloud-based "Back-end as a Services" (BaaS). The FREE game rule book will help "deconstruct" this game mechanics.  

This extraordinarily comprehensive course will teach you how to: 

  • Use either Phaser v2.x.x or v3.16+ in developing Massive Multi-Player Online Games.
  • Create different delivery modes of MMoG-RPG.
  • How to integrate other gaming mechanics into MMoG from Single-Player games!
  • Use Phaser as either a Progressive Web Application or Content Management System with WebSockets.
  • Analyze current business demand for these game's genres and where to deploy them.
  • Automatically generate new connections.
  • Instructor Guides and teaching resources available for workshops in this course's special Teacher edition.

If you have any feedback or suggestions please join our email listing or participate in the forum for this course!

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Course Material

  • Walk-Through Tutorial: Blood Pit II™ (2-player)
  • About this Course:
  • Step-by-step Game Recipe™
  • Course Overview
  • Course Objectives
  • Course Prerequisites:
  • Course References:
  • Required STEM skills
  • Required Game Assets:
  • Part I: Project Foundation
  • Game Design System™ Review
  • Development Phase:
  • Design Phase:
  • Encoding Phase:
  • Design Path & Options
  • References:
  • Design Options Paths: PWA or Traditional CMS
  • Development Regimens
  • Initialize the Game
  • The Game’s HTML page
  • Compare your code
  • Certification Quiz
  • icon/quiz Created with Sketch.
    Quiz 12 attempts allowed
  • Common Design Foundation
  • References:
  • Client-side
  • Deeper Dive: Traditional CMS
  • Live Online Example:
  • Required Download Files (Originals)
  • REST Selection & Justification
  • CMS Framework Selection
  • Game Shell (click dummy)
  • Design and Data Structure
  • Splash / Welcome page
  • Production release version.
  • CodeIgniter / Phaser Integrated CMS
  • Game Design System™ - Development stage:
  • References:
  • Common Design Foundation: MMoG API
  • Step #1 Setting up a demonstration
  • Step #2 The URLs End-points
  • Step #3 The Code
  • Step #4 Database Models
  • Step #5 API Security Considerations
  • Interacting with Horizontal Services
  • Different REST Interactions Methods
  • Social Services Interactions
  • Conclusion
  • Resources
  • Part II: Single Player to MMoG Conversion
  • Single-Player Game Migration
  • References:
  • Refactoring Single-Player code
  • Game Design Changes & Considerations
  • Design Option A: PWA
  • Design Option B: Traditional CMS
  • WebSocket Set-up
  • References:
  • Game Design Changes & Considerations
  • Client-side - both Design Options
  • Server-side (php)
  • Players Placement
  • References:
  • Game Design Changes & Considerations
  • Design Option A: PWA
  • Design Option B: Traditional CMS
  • State Synchronizing
  • References:
  • Game Design Changes & Considerations
  • Design Option A: PWA
  • Design Option B: Traditional CMS
  • Part III: Client-side Proxy Servers
  • Part IV: “Asynchronous Availability”
  • Part V: Complete MMoG CMS
  • Conclusion
  • Further Information
  • Game Design System™ Recipes:
  • Our References:

Instructors

    • Avatar is an adorable cartoon sketch of my wife. 46th anniversary this coming Sept 1, 2024!

      Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly related work for the Internet backbones found in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

      He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland, and an M.B.A in International Management from Liberty University.

      He is currently pursuing his Th.D. He has served as a licensed minister since 1972 and as a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983. 

      In his spare time(?), Steve enjoys creating online casual games, software engineering, and managing his online gaming businesses. 

      My driving theme: "Always stay humble and kind"

      His personal website is: http://www.Stephen-Gose.com./

      His game showcase is: http://www.renown-games.com

      His theology website: http://kingdomofgodprinciples.com/

      Game Support Site: http://makingbrowsergames.com/

      Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/

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