The Book of 5 Rings for Multiplayer Game Development
The Book of 5 Rings for Multiplayer Game Development
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The Book of 5 Rings for Multiplayer Game Development

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Last updated on 2019-03-18

About the Book

This workbook is the new edition 4 -- a hands-on tutorial guide for Game Prototype creations using Micro-services and component object programming with emphasis on various JavaScript Gaming Frameworks.

Game System Design™ is a hands-on tutorial guide for making browser games with various JavaScript Gaming Framework. Mastering the important skills and techniques you'll need for component object programming. This book delves into many of the great classic game mechanisms and design mechanics techniques. All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build your own game projects. You'll also download supporting tools to classify the book’s snippets and add your own modification.

 

Part I demonstrates basic game mechanisms and components from JavaScript Gaming Framework using OLOO paradigm whenever possible. It starts by showing you how you to build game mechanisms using Game Recipetm! By the end of Part I, you’ll have a complete, fully-functional Game Prototype and reusable components and the supporting tools to manage further game production rapidly. You’ll have a game character’s visual and meta descriptions, learned to control your avatar through the keyboard, mouse, or touch-screen interfaces, developed a game environment, created game scene migrations and built dynamic menu response system, to build an interactive game world. 

 

What I demonstrate will open a pathway to build games within 7-days to a month. You’ll learn to make various games from game prototype components and quickly modify with artwork, code 6 different combat systems, develop heads-up displays (HUD) that are both internal to and outside of the Phaser canvas, apply 6 different artificial intelligence systems, create tiled-maps with fast-paced actions that cover all the popular game perspective of 2D, 2.5D, and the newest features in 3D gaming. I'll reveal what I'm doing with my 3D game product line. You’ll discover how to develop games and multi-level isometric scenes. All these techniques and supporting source code are explained in an easy-to-understand manner for non-technical game designers. You will gain new insight into Game Phases demonstrated while working through this guidebook.

You’ll find detailed working examples on the book's website with dozens of illustrations and many concepts you can freely apply these ideas to your own gaming projects. All the source code annotations enhance the book’s explanation. You can begin your current game conversions and upgrade them into rapidly deployed mobile games now. I show you how I upgrading my product line.

 

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 prototype templates to scaffold further game projects;
  • Converted Flash Actionscript and adopted the new features for blockchain and mobile games.
  • 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 on game components;
  • Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);
  • Created and managed game phases with multiple Scenes;
  • Managed permanent game assets across game phases;
  • Optimized your game for various mobile devices;
  • Integrated 3rd-party plugins and blueprints.
  • Deployed single- and multi-player games from the workbooks tutorials.
  • Web Sockets demystified for scalable massive online game deployments.

Who This Book Is For:

Students -- and professionals in -- game development with little experience in HTML5, CSS or JavaScript who want to enhance -- or begin learning the essential techniques of -- mobile gaming. If you are interested in making browser games, especially for the mobile market, then Game System Design™ using Game Prototyping is a your choice.

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 41st anniversary this Sept 1!

Steve is a certified Network Engineer (retired after 40 years) and currently as a full-time teaching faculty in software engineering as Professor Emeritus. For the past 12.5 yrs, He has been a Cisco Certified Academy Instructor (CCAI) since 2002.

Review my profile on LinkedIn.com:  http://www.linkedin.com/in/stephen-gose-phd-honorary-71ba853b

Personal website:  http://www.Stephen-Gose.com./

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

Game Showcase: http://www.renown-games.com

Purchase Game source code and License: http://shop.pbmcube.net/

Table of Contents

  •  
    • Distribution Permission
      • Viewing this e-Book
    • Disclaimer
    • Forwards
    • 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:
  • I Part I
    •  
      • 0.1 Introduction
    • 1 Game Studio & Project Setups
      • 1.1 Workstation Setup
        • Batteries not included … Web Server Required
        • Development Tools
      • 1.2 Project Setup
        • Project Data Structure
        • 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:
    • 2 Building Game Prototypes & Mechanisms
      • 2.1 Example: Box Graphics Prototypes
        • Add graphics object
      • 2.2 “ToTo, … we’re not in Kansas anymore” — Dorothy
      • 2.3 Creating Prototype Mechanisms (Revisited)
      • 2.4 Step #1) the Front-Door
        • Instructions:
        • Compare your code
        • Mobile Single Web Page Applications
        • Ingredients: Launching the Game
        • Deeper Dive: Launching the Game.
        • Ingredients: Game Config
        • Deeper Dive: Game Config
        • Deeper Dive: Scaling the Game’s Canvas.
      • 2.5 Summary
      • 2.6 Chapter References:
    • 3 Building Game Phases, Scenes, States & Roses.
      • 3.1 Step #2) “Stand-alone” or a CMS Game Shell
      • 3.2 Bare Bones Prototypes
        • “Phaser.Game” — One File to Rule them all …
      • 3.3 “Phaser’s Essential Functions”
        • Game Phase Overview
        • Inside a Game Phase
      • 3.4 New v3.x.x “multi-Scenes” Explained
        • Deeper Dive: Scenes per Game Phase
        • Deeper Dive: Scene States Defined.
      • 3.5 Main.js
      • 3.6 Splash.js or Language.js?
      • 3.7 Boot.js
        • Deeper Dive: Security
        • Deeper Dive: Cache
      • 3.8 Menu.js
      • 3.9 Play.js
      • 3.10 Summary
      • 3.11 Chapter Footnotes
    • 4 Building Game Prototype & Tools
      • 4.1 Step 3) The Game Core & Auxiliary functions and Tools
      • 4.2 Cataloging Game Prototypes (SQL Tool)
        • GAMEAPP Name-space
        • Config
        • Canvas
        • Container — “World”
        • Container — Groups
        • Container — “Entities”
      • 4.3 Graphics
        • Images
        • Sprites & Sheets
      • 4.4 U.I.
        • Buttons
        • Pointers
        • Keyboard
      • 4.5 Text
      • 4.6 Behaviors
        • Tweens
        • Physics
        • Animations
      • 4.7 JS Game Engines Review
      • 4.8 Game Recipe™: Loading Game Resources
        • Instructions:
        • Ingredients:
        • Deeper Dive:
      • 4.9 Game Recipe™: “World”
        • Instructions:
        • Ingredients:
        • Deeper Dive:
      • 4.10 Game Recipe™: Entities
        • Instructions:
        • Ingredients:
        • Deeper Dive:
      • 4.11 Game Recipe™: Input
        • Instructions:
        • Ingredients:
        • Deeper Dive:
      • 4.12 Game Recipe™: Decorations
        • Instructions:
        • Ingredients:
        • Deeper Dive:
      • 4.13 Game Recipe™: Collisions
        • Instructions:
        • Ingredients:
        • Deeper Dive:
      • 4.14 Game Recipe™: Scene Transitions
        • Instructions:
        • Ingredients:
        • Deeper Dive:
      • 4.15 Game Recipe™: Ligthing (gfx)
        • Instructions:
        • Ingredients:
        • Deeper Dive:
      • 4.16 Summary
      • 4.17 Chapter References
  • II Binding Mechanisms into Mechanics
    • 5 Game Mechanics & Systems
      • 5.1 Game Mechanics
        • Game-Play vs Game Mechanics vs Game Mechanism
        • Game Mechanics Categories
      • 5.2 Game System Design™
        • How it works
        • Game Genres
        • Game Heuristics
        • Game Assets
        • Summary
    • 6 Dem’s fightin’ words
      • 6.1 Dynamic Combat Menus
      • 6.2 So, Give Me Some Space …
        • Melee Weapons
        • Ranged Weapons
        • Phaser v2 Missile Demo:
        • Phaser v3 Missile Demo:
      • 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
        • Hexagons Grids
        • Squishes
      • 6.5 Rules of Engagement: Take 5 paces, turn and …
        • Been there … done that …
        • Where’s the beef?
        • Click-fest
        • Guitar hero - Time to get it Right!
        • Days of our Lives - Drama Theater
        • SCA Virtual Fighter Practice by Steve Echos
        • Yeap! You betcha’ ‘ur life!
      • 6.6 Story narrative
      • 6.7 Frisking, Fondling or Groping
      • 6.8 And its name shall be called …
        • What is a Namespace?
      • 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 User Retention Revealed
      • 7.6 Summary
      • 7.7 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
        • Play AI Combat demo
      • 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 Same “Name-spaces”
      • 9.2 Callbacks
  • III Next Steps … Distribution Preparation
    • 10 Distribution Preparation
      • 10.1 Development vs. Production
      • 10.2 Create A Game Pipeline
    • 11 Marketing Channels
      • 11.1 Channel Selection
      • 11.2 Channel Preparations
      • 11.3 Summary
      • 11.4 Chapter Reference
  • IV Project Walk-through Examples
    • 12 Table of Content:
    • 13 Create a Snake game
    • 14 Making your first platform game
    • 15 Phaser v3 Game Prototypes Library
      • 15.1 Source Code click here
  • Appendix:
    •  
      • Table of Content
  • Appendix
    •  
      • JSWiki
      • JS OOP Comparisons
  • Notes

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