Making "Maze & Adventure" Browser Games
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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!

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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:

His game showcase is:

His theology website:

Game Support Site:

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Table of Contents

    • Distribution Permission
      • Supporting website
    • Disclosures
    • Disclaimer
    • 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
  • 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”
  • 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
    • 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 Main.js
      • 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
  • What’s next?
      • 13.3 Game Distribution & Marketing
        • Introduction: 8-Step Deployment Method.
      • 13.4 Book Review Protocol
      • 13.5 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
    • Appendix: Ruins of Able-Wyvern™:
      • Source Code is here (online)
      • Online Live Demonstrations:
  • 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:
  • Notes
  • Answers to Exercises
      • Appendix: OLOO - Safe JavaScript

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