Making "Maze & Adventure" Browser Games
Making "Maze & Adventure" Browser Games
Creating "Interactive Fiction & Labyrinths" Game Mechanics for Phaser.js Gaming Frameworks v3.16+ & v2.x.x
About the Book
Discover how to create online "Dynamic Labyrinths" games" with "Interactive Fiction Adventure Stories" using the methods from this single chapter of the Phaser Game Starter Kit Collection. When you finish this chapter, you will have a production pipeline ready to create as many different "Adventure" games as your imagination can dream of!
You'll also get bonus content, download examples, game variations, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes. General Game Licenses are included in the purchased book.
I would like to guide you in creating several types of "Interactive Fiction Adventure" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional "Adventure Quest Story and Maze" game - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.
This extraordinarily comprehensive guide will teach you how to:
- Use the Phaser JS Gaming Framework either v2.x.x or v3.16+.
- How to integrate "Hidden Object" game mechanics into other game genres such as Detective adventure and spy stories!
- Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.
- Analyze current business demand for this game's genre, how and where to deploy it.
- Automatically generate various game board features.
If you have any feedback or suggestions please join our email listing or participate in the forum for this course!
- Supporting website
About this Workbook
- Links and References
- Workbook Content
How to Read & Use this workbook:
- Viewing this eBook:
- Who should use this workbook?
- Your newly obtained skills …
Game Design Resources
- Game Studio - Book Series
- Game Studio - Online Courses
- “Making Browser Games” - Books Series
- “Making Browser Games” Series - online Courses
- Programming Courses
- “Walk-Thru Tutorial” Series - Online Courses
- Distribution Permission
Making an HTML5 Games
1 Introduction to Game Design
- 1.1 Game Genre Defined
- 1.2 Game Tools & Generators
- 1.3 References From
2 Standard Project Setup
- 2.1 Barebones Set-up
- 2.2 Standardized File Structure
- 2.3 Web Server Required - Batteries not included!
3 Starting a Game Project
3.1 Step 0: Review your competition and their games
- Game Examples
- 3.2 Step 1: Create your “front-door”
3.3 Step 2. Create your “Game Shell” & Phases
- Network Impact
- Gamer’s Local Activity
3.4 Select a JS Format
- ES5 Format
- ES6+ Format as “FAT Arrow” Function
- ES6+ Format as “Phaser.Class”
- ES6+ Format as “Phaser.Scene”
- 3.1 Step 0: Review your competition and their games
- 1 Introduction to Game Design
Part II: Making “Adventure” Online Games
4 Adventure — Core Game Construction
- 4.1 Game Project Overview
- 4.2 Our Goal
4.3 Adventure Genre Description
- Historical background
4.4 Game Mechanics (GM) - Logic & Rules
- “13 Rogue likeness Factors”
- 4.5 Game Mechanics (GM) - Data Structure
- 4.6 Game Recipe™ Featured Ingredients
5 Design Considerations
- 5.1 Story Plot Generation
- 5.2 Story Generation Tools
- 5.3 Tile-Maps are Dead! Long live … Say what?
5.4 Separation of Concerns (SoC)
- Why should I care? … put a “SoC” in it!
6 Labyrinth Generation Methods
6.1 Fixed Generation (2D Frutti)
- To infinity and beyond …
- 6.2 Fixed-Grid & Dynamic Rooms (2D Frutti with sprinkles)
6.3 Pure Linear Labyrinths
- Eller’s Algorithm
- Rules for Creating the Perfect Maze
- Depth-First Search (DFS)
- 6.4 Open-path Worlds
- 6.1 Fixed Generation (2D Frutti)
7 Adventures & Mazes Core Functions
- 7.1 Step 3: Create “Play.js”
- 7.2 Step 4: Create Supporting functions.
- 7.3 Conclusion
8 Phaser v3.16+ Code Review
- 8.1 MainJS - p3_2DRooms-mainJS.pdf
8.2 DemoJS - p3_2DRoomsDemoJS.pdf
- Lines 61 to 292
- Lines 293 to 298
- Lines 301 to 315
- Lines 318 to 376
- Lines 379 to 431
9 Phaser v2.x.x Code Review
- 9.1 MainJS - v2_phaser2DRoomsJS.pdf
9.2 DemoJS - v2_phaser2DRoomsDemoJS.pdf
- Lines 212 to 294
- Lines 294 to 306
- Lines 305 to 350
10 The CMS Game Shell!
- 10.1 Generic
- 10.2 Generic Boot.js
- 10.3 Generic Preload.js
- 10.4 Generic Splash.js or Language.js
10.5 Generic Menu.js
- Sample CMS page — Credits.js
- Deeper Dive: Using JAMStack as an SSG …
- Deeper Dive: Static Site Generators (SSG)
- 10.6 Inside each Game Phase
- 11 Plug-in Enhancements
- 12 Conclusion
13 Bonus Development Content
- 13.1 Selling Adventure Comics
13.2 Procedural Content Generation (PCG)
- Chapter Source Code Summary
- PCG Wiki
- 4 Adventure — Core Game Construction
13.3 Game Distribution & Marketing
- Introduction: 8-Step Deployment Method.
- 13.4 Book Review Protocol
- 13.5 Tell the world about your game!
- 13.3 Game Distribution & Marketing
- 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
- Step #2: Generate Event handlers
- Step #1: Game
Appendix: Ruins of Able-Wyvern™:
- Source Code is here (online)
- Online Live Demonstrations:
- More Resources
- Deeper Dive: JS Delegation (aka “Inheritance”?)
- The old way
- Objects Linking to Other Objects (OLOO)
- Compare your code
- Exercise Lesson 9:
- Game Singletons
- Deeper Dive: Object Manipulation objects in ES5/6
- Lesson Summary
- Resource References:
Answers to Exercises
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