Headless HTML5 Game Design
Headless HTML5 Game Design
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Headless HTML5 Game Design

This book is 2% complete

Last updated on 2020-06-20

About the Book

Work in Progress. ... extending the Headless CMS concepts into Game Design and Development.

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 42nd anniversary this Sept 1!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 40-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, 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 Chaplains Outstanding service award in 1983. 

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

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/

About the Contributors

Denys Tsiperko
Denys Tsiperko

Concept Artist at Riot Games Merch

Table of Contents

  •  
    • Distribution Permission
      • Supporting website
      • Book Cover
    • Disclosures
    • Disclaimer (Draft)
    • About this Workbook (Draft)
      • Links and References (Draft)
      • Workbook Content (Draft)
      • How to Read & Use this workbook: (Draft)
        • Viewing this eBook:
        • Who should use this workbook? (Draft)
    • Your newly obtained skills… (Draft)
    • Game Design System™
      • Business Product Management: Books & Courses
      • “Making Browser Games” Series - online Courses
      • Game Programming Course
      • “Walk-Thru Tutorial Series” - Course Series
      • Game Recipes™ & Instruction Guides Series
  • Part I: “Headless” is not “Mindless”!
    • 1 Introduction
    • 2 What is “Headless” design?
      • 2.1 Headless CMS Reviewed
      • 2.2 Applying “Headless” to Traditional Game Design
    • 3 Business Considerations
      • 3.1 eCommerce Integration
      • 3.2 License Generation
      • 3.3 Playing on IoT Devices
      • 3.4 Expanding Game Play Deliveries
        • Play By Mail (PBM)
        • Play By eMail (PBeM)
        • Play By “Modem” (Remote)
    • 4 Technology Selection
      • 4.1 What is a JAMstack?
      • 4.2 What is Block-chain?
      • 4.3 Part I: Summary
      • 4.4 Resources
  • Part II: Network and Design Concepts
    • 5 IaaS, PaaS, SaaS, CaaS, M-o-u-s-e!
      • 5.1 Alphabet Soup Defined
        • IaaS
        • PaaS
        • SaaS
        • CaaS
        • White Label Products
      • 5.2 Partnership
        • Static Site Generation
  • Part III: Headless Game Design
    • 6 Studio “Back-end” Construction
      • 6.1 Step 1: Select Back-end Middleware
      • 6.2 Step 2: Select Storage
      • 6.3 Step 3: Select Content Delivery Network
      • 6.4 Step 4: Create Access Doorways
        • Admin Content Editor
        • B2B License & Back-end Access
        • Fans License & Back-end Access
  • Part IV: 4 Step-by-Step Tutorials (Draft)
    • 7 Times are changing!
    • What’s next?
      • Book Review Protocol
      • Tell the world about your cutting-edge “hCMS” game!
    • Game Distribution & Marketing
      • Introduction: 8-Step Deployment Method.
  • Appendix
    • Available Headless CMS
    • More Resources
    • Appendix: Making Phaser 3D Games!
    • Appendix: “How to Start a WebSocket”
      • Testing Your Browser
      • WebSocket Protocol Handshake
        • Deeper Dive: WebSocket API
      • Sample Source Code: Client-side WebSocket
        • Step #1: Game index page
        • Step #2: Generate Event handlers
      • Security Concerns
        • MMoG Protection
    • Appendix: Phaser Plugins
    • Other resources:
    • Selling your Game Assets
    • JS OLOO - Modern Game Development Method
      • Deeper Dive: JS Delegation (aka “Inheritance”?)
      • The old way
      • Objects Linking to Other Objects (OLOO)
      • Compare your code
      • Object.create
      • Exercise Lesson 9:
      • Game Singletons
      • Deeper Dive: Object Manipulation objects in ES5/6
      • Lesson Summary
      • Resource References:
  • Answers to Exercises
    •  
      • Appendix
        • JS OLOO - Modern Game Development Method

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