Kiwi Game Design Workbook (Book (only))
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Kiwi Game Design Workbook

Game development guide using HTML5 & JavaScript Game Frameworks

About the Book

This is a different book format for game development -- unlike anything you have seen.  As I create a generic game in html5 using Kiwi.js Game framework, you develop your own game by simply following and translating my easy concepts into your own game design. When you complete this workbook, unlike other game development books, you will have your own game, not a carbon-copy of the author's.

This workbook is divided into two parts of bundled chapters! For example, if you have never created an online game in html5 and JavaScript, you might like to read Part I (Chapters 1 through 3), while a seasoned game developer might start with Part II (chapters 4 through 8) and scourer the appendix. The workbook's appendix is a resource dictionary of available books, and open-source FREE assets on the Internet. Each chapter guides you in my decision/design process ("agile" project management); you will discover why I chose various business and software outcomes -- all of this, in well-commented source code files (external to the book's content), so you can convert into your own production pipeline.

In summary, you complete your own exciting game in your selected genre using your own game mechanics with free open source Kiwi  JavaScript Gaming framework and other 3rd-Party JavaScript tools following this step-by-step workbook. The power of the Kiwi JavaScript Framework is yours.

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/

Table of Contents

  •  
    • Copyright Notice:
      • Disclaimer
      • Copyright Notice and Distribution Permission
    • Forward by Terry Paton
    • Workbook Abstract
    • Who should use this workbook?
    • Your newly obtained skills…
    • Game Design System™
      • Online Courses & Resources
        • Business & Product Management Courses
        • “Making Browser Games” - Course Series
        • Game Programming Course
        • “Walk-Thru Tutorial Series” - Course Series
      • Game Recipes™ & Instruction guides
  • Part I: Concepts and Design
    • 1 Business Considerations
      • 1.1 New Dog, Old Tricks?
      • 1.2 Common Marketing Sense
      • 1.3 Chapter One Self-Evaluation Quiz
      • 1.4 Grade Your Readiness
      • 1.5 Generating Game Ideas & Mechanics
      • 1.6 Target Audience Considerations
      • 1.7 What makes a Great Game by Tony Paton
      • 1.8 License & Copyrights
      • 1.9 Formal Business Launch Required?
      • 1.10 Summary
      • 1.11 Chapter FootNotes
    • 2 Capturing Your Ideas
      • 2.1 Concept Phase
      • 2.2 The Art of Game Design
        • Artwork Research
          • Final Words on Art
      • 2.3 Game Design Document
        • Game Introduction
        • Game-Play Overview
        • Game-Play vs Game Mechanics vs Game Mechanism
        • Key Game Mechanism Categories
        • Game Target Audience (aka Marketing Plan)
          • The Gamers (who is your Target Audience?)
        • Key Features (Matching the Competition)
          • Similar Games (Competitors)
          • Key Differentiation & Unique Features (Setting Us Apart)
        • Game Flow
      • 2.4 Technical Design Document
        • Assets Listing
        • Scaffolding Tools
      • 2.5 Summary
      • 2.6 Chapter FootNotes:
    • 3 Building a Workshop
      • 3.1 Workstation Environment Set-up
        • Workstation Requirements
        • Development tools
          • Text Editor
          • NodeJS
          • IntelXDK
      • 3.2 Project File Structure
        • Kiwi Recommendations
        • Qici Engine (it’s worth the research!)
        • My Project Recommendations
        • Web Root (www or public_html)
      • 3.3 Summary
  • Part II. Production and Distribution
    • 4 Software Architecture & Design
      • 4.1 Bottom Up Development
      • 4.2 Top-Down vs Bottom-Up
      • 4.3 Game’s web page
        • Game Index SEO
        • Achieving Blazing Speed
        • Creating a Mobile Index Page (ProjectIndex-Mobile.pdf)
        • Creating Your Index Page (Traditional Method)
          • Index Page (ProjectIndex.pdf Comparison)
        • Game Flow & Management
      • 4.4 Game Menus as Modules
        • Modules
        • Accessing Your Game from across the Network
          • Initialize State
          • Boot / Preload state(s)
        • Game on local device (ES6 Example Files)
        • Game on local device (Traditional Method)
          • Skeleton State file
          • Splash
          • Main Menu
          • Play
        • Game Services (Your Front-end access)
          • Game Over - Win or Lose?
          • Ads & In-game Purchases
        • Other Menus
        • Game License
        • Internationalization
        • Managing Game Upgrades
      • 4.5 Summary
      • 4.6 Chapter Footnotes
    • 5 Game Modes
      • 5.1 Perspectives and Viewpoints
      • 5.2 Single Player
      • 5.3 Massive Multi-player Online Games (MMOG):
        • Open Source MMO - Nodejs & Websockets
      • 5.4 Mixing & Matching
      • 5.5 Summary
      • 5.6 Chapter Footnotes:
    • 6 Game Mechanism Elements
      • 6.1 Basics Concepts
        • Index page inline script - Reviewed
        • Adding Display objects
        • Adding Control Mechanisms
          • Input Buttons
          • Preloader.js
          • Main.js
          • Keyboard
        • Pointers
          • Mouse
          • Touch & Taps
          • Device Buttons
          • Text
          • Debug Info & HUD
        • Adding Game Environment & Views
          • Tile Maps
          • World Editor?
        • Adding Sound
      • 6.2 Advanced Concepts
        • Customized Fonts
        • Animations
          • Don’t be Fooled …
          • History of Animation
          • Animation Today
          • Animation Recommendations
          • Tweens
      • 6.3 Summary
      • 6.4 Chapter Footnotes:
    • 7 Network Concepts
      • 7.1 Security Concerns
        • Protecting Game Assets
        • Use of <iframe>
        • Bad Bot!
        • Other Considerations
      • 7.2 Game Services (Back-end)
        • CMS - Server-side Frameworks
          • Index Page (Non-Traditional Method)
        • High Scores Services
        • Membership Login
      • 7.3 Summary
      • 7.4 Chapter Footnotes
    • 8 Blood Pit Tutorial
      • 8.1 Production release version.
      • 8.2 CodeIgniter / Kiwi Integrated CMS
        • CodeIgniter Prep Step-by-Step
        • Game Shell (click dummy)
    • What’s next?
      • Book Review Protocol
      • Tell the world about your game!
  • Appendix
    • Sources and Further Reading
      • Other Books (Phaser.JS the grandson of Kiwijs)
    • Part I Concepts and Design
      • Game Business Development & References:
      • Capturing Your Ideas
    • Game Genre Descriptions & Starter Kits (Mechanics)
      • Action Game Starter Kits:
      • Adventure Game Starter Kits:
      • Casino Game Starter Kits:
      • Educational:
      • Fighting Game Starter Kits:
      • Platformers Game Starter Kits:
      • Puzzle Game Starter Kits:
      • Racing Game Starter Kits:
      • Rhythm / Music
      • Role Playing Game (RPG) Starter Kits:
      • Shooters Game Starter Kits:
      • Simulations
      • Sports
      • Strategy Game Starter Kits:
      • Artwork Research
        • Online Tools
        • Prefabricated Art
      • Building Your Work Environment
      • Bottom Up Development
    • Phase II Game Production & Distribution
      • Game Distribution Channels
      • Game Elements
        • Maze samples
        • Labyrinth Algorithm References Appendix
        • JavaScript & HTML
        • Microsoft Office Excel Maze
        • Wolfenstein source code
        • Deadly Alien Map Editor (DAME)
        • Mappy Application
        • Tiled Application
        • AutoRealm40 - Vector based drawing software designed for RPGs
      • Ludology
      • Network Concepts
      • Codeigniter / KiwiJS Integrated CMS
        • Tutorials
    • Web site reference:
    • Game Design References:
    • Game Programming References:
      • Development Tools
      • DNS prefetching
      • HTML5
      • JavaScript
      • CSS
      • Storage
      • Structured Data
    • Copyright Resources
    • Marketing Ad Resources Appendix
    • Project Management Analysis Appendix
      • Game Project Management
      • Prototyping
        • Incremental
      • Spiral
      • RAD (Rapid Application Development)
      • Source Code Mozart’s Music Match
      • Appendix Foot Notes:

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