Kiwi Game Design Workbook (Book (only))
Kiwi Game Design Workbook
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.
- 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
- Online Courses & Resources
- Copyright Notice:
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
- Final Words on Art
- Artwork Research
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
- Text Editor
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
- 3.1 Workstation Environment Set-up
- 1 Business Considerations
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
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
- Main Menu
Game Services (Your Front-end access)
- Game Over - Win or Lose?
- Ads & In-game Purchases
- Other Menus
- Game License
- 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
- Touch & Taps
- Device Buttons
- Debug Info & HUD
Adding Game Environment & Views
- Tile Maps
- World Editor?
- Adding Sound
6.2 Advanced Concepts
- Customized Fonts
- Don’t be Fooled …
- History of Animation
- Animation Today
- Animation Recommendations
- 6.3 Summary
- 6.4 Chapter Footnotes:
- 6.1 Basics Concepts
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
- CMS - Server-side Frameworks
- 7.3 Summary
- 7.4 Chapter Footnotes
- 7.1 Security Concerns
8 Blood Pit Tutorial
- 8.1 Production release version.
8.2 CodeIgniter / Kiwi Integrated CMS
- CodeIgniter Prep Step-by-Step
- Game Shell (click dummy)
- Book Review Protocol
- Tell the world about your game!
- 4 Software Architecture & Design
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:
- 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:
- Strategy Game Starter Kits:
- Online Tools
- Prefabricated Art
- Building Your Work Environment
- Bottom Up Development
Phase II Game Production & Distribution
- Game Distribution Channels
- Maze samples
- Labyrinth Algorithm References Appendix
- Microsoft Office Excel Maze
- Wolfenstein source code
- Deadly Alien Map Editor (DAME)
- Mappy Application
- Tiled Application
- AutoRealm40 - Vector based drawing software designed for RPGs
- Network Concepts
Codeigniter / KiwiJS Integrated CMS
- Web site reference:
- Game Design References:
Game Programming References:
- Development Tools
- DNS prefetching
- Structured Data
- Copyright Resources
- Marketing Ad Resources Appendix
Project Management Analysis Appendix
- Game Project Management
- RAD (Rapid Application Development)
- Source Code Mozart’s Music Match
- Appendix Foot Notes:
- Sources and Further Reading
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