Headless HTML5 Game Design

Headless HTML5 Game Design

Creating Cloud-based Games For Any JS Gaming Framework.

About the Book

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

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    • Product Management
    • Databases
    • DevOps
    • Networking
    • Game Development
    • Web Development
    • Cloud Computing
    • Gaming
    • Distributed Systems
    • Games
    • Software Architecture
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About the Author

Stephen Gose
Stephen Gose

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 Chaplains 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/

Table of Contents

    • Distribution Permission
      • Supporting website
    • Forwards
    • Disclosures
    • Disclaimer
    • 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™ Recipes:
      • Business Product Management: Books
      • Business Product Development: Online 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
      • 1.1 What is a “Headless” design?
      • 1.2 Why Consider Headless Design?
      • 1.3 Applying “Headless” to Traditional Game Design
    • 2 Business Considerations
      • 2.1 White Label Product Development
      • 2.2 eCommerce Integration
      • 2.3 License Generation
      • 2.4 Playing on IoT Devices
      • 2.5 Expanding Game Play Deliveries
        • Play By Mail (PBM)
        • Play By eMail (PBeM)
        • Play By “Modem” (Remote)
        • Play By iMmersion (WebXR)
    • 3 Technology Selection
      • 3.1 What is a JAMstack?
      • 3.2 What is Block-chain?
      • 3.3 Part I: Summary
      • 3.4 Resources
  • Part II: Network and Design Concepts
    • 4 IaaS, PaaS, SaaS, CaaS, M-o-u-s-e!
      • 4.1 Alphabet Soup Defined
        • IaaS
        • PaaS
        • SaaS
        • CaaS
        • White Label Products
      • 4.2 Partnership
        • Static Site Generation
  • Part III: Headless Game Design
    • 5 Studio “Back-end” Construction
      • 5.1 Step 1: Select Back-end Middleware
      • 5.2 Step 2: Select Storage
      • 5.3 Step 3: Select Content Delivery Network
      • 5.4 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)
    • 6 Times are changing!
    • 7 What’s next?
      • 7.1 Game Distribution & Marketing
        • Introduction: 8-Step Deployment Method.
      • 7.2 Book Review Protocol
      • 7.3 Tell the world about your game!
  • Appendix
    • More Resources
      • JavaScript Garden
      • Additional Appendices
      • Other resources:
      • Selling your Game Assets
    • Appendix: Online Game Development
    • Appendix: Making WebXR Games!
    • Appendix: Phaser III Plugins
    • 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
    • Available Headless CMS
    • Appendix: OLOO - Safe JavaScript
      • 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
        • Appendix: OLOO - Safe JavaScript

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