Making RPG Browser Games
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Making RPG Browser Games

Constructing Role-Playing Game "Content-as-a-Service" (CaaS) for Phaser.js Gaming Frameworks v3.x.x and v2.x.x.

About the Book

Siloed RPG "trade-secrets" revealed! Discover how to create Role-Playing games using the methods from this expanded chapter from the Phaser Game Starter Kit Collection. When you finish this workbook, you will have a production pipeline ready to create as many different RPG "Content-as-a-Service" (CaaS) games as your imagination can dream up! This is the central tool in my game production studio! You'll also get bonus content, downloads, source code examples, game variations tweaks, and references on how to do every single thing within this 'White Label" game design workbook. You could copy and paste any examples into your own productions and then modify those resources for your own bespoke products. General Game Licenses are included for patron who purchased this workbook. I would like to guide you in creating several styles of RPG game mechanics as CaaS by using an innovative approach in Headless Game Design. We will use those game mechanics, front-end mechanisms, and the development methods discussed in Headless Game Design. By the end of this workbook, you should have a fully functional "RPG" 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 either the Phaser JS Gaming Framework either v2.x.x or v3.16+ as a "Front-end" populated with back-end CaaS resources. 
  • How to integrate "RPG" game mechanics from "Content-as-a-Service" (CaaS) back-end services quickly! 
  • Use your game as a "Progressive Web Application" or "Single Page Web Application" for any "Internet-of-Things" (IoT) device. 
  • How to create Licensed access for "Affiliated Business Networks" and fans to generate bespoke modules and game expansions. 
  • 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 Chaplain 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:

Review my profile on

Table of Contents

    • Distribution Permission
      • Supporting websites
    • 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 System™
      • 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
      • References Used
  • Making RPG HTML5 Games
    • 1 Workstation Setup
      • 1.1 Web Server Required - Batteries not included!
      • 1.2 Standardized File Structures
      • 1.3 Specific Back-end Editors Review
        • RPG CaaS “Back-end” File Structure
        • Traditional “Front-end SWPA” File Structure
      • 1.4 Barebones “Front-end” Set-up
    • 2 Game Design Overview
      • 2.1 Introduction: “Headless HTML5 Game Design”
      • 2.2 Why Should I Design “Headless Games”?
      • 2.3 Deeper Dive: CaaS
      • 2.4 Game Genre Defined
      • 2.5 Role-Playing Genre Defined
        • Who Plays What?
        • Role-Playing Genre Background
        • Historical background
      • 2.6 Game Components & Design Considerations
      • 2.7 Avatar Creation
      • 2.8 Other Components
      • 2.9 Game Tools & Generators
        • Typical “Front-end” Tools
        • Typical “Back-end” Tools
    • 3 Design Considerations
      • 3.1 “Game Design” Reviewed
      • 3.2 Project Considerations
      • 3.3 Select a Data Storage
        • Per-user storage
        • Database structure
        • Deeper Dive: Database Protection Considerations
      • 3.4 Selecting a Middleware Framework
        • Why Use Middleware?
        • How does Middleware work?
        • Middleware Selection Criteria
        • “Why are you using two different systems?”
        • Middleware Conclusion
      • 3.5 Select a Content Delivery Network (CDN)
      • 3.6 Game Mechanics (GM) — Logic & Rules
      • 3.7 Game Mechanics (GM) - Data Structure
      • 3.8 Consideration Summary
      • 3.9 Modeling your RPG
        • Excerpts from Phaser Game Design Workbook
    • 4 Starting the RPG Projects
      • 4.1 Project(s) “Overview”
      • 4.2 Installation Instructions
  • Part II: Making “Role-Playing CaaS” Games
    • 5 Step 1: “Access Doorways”
      • 5.1 Two “Front-end” Access Points
      • 5.2 Deeper Dive: Debugging PHP Source Code
      • 5.3 Log-ons, Registrations, and ACLs
        • Deeper Dive: Cross-site Request Forgery (csrf)
      • 5.4 RPG CaaS API Contracts
        • Choose an API Paradigm
      • 5.5 The “Back-end” (CaaS) Access
        • The Work Flow
      • 5.6 Step #1: Database Construction
    • 6 Step 2: Creating Our Back-end Editors
      • 6.1 Admin Content Editors (ACE)
        • Step #0 Knowledge Upload
        • Step #1 Creating our “View” Template
        • Step #2 Creating our “Controller” Template
        • Adventures & Quests Editors
  • Part III: Making the “Front-end” CMS!
    • 7 Game Recipe™
      • 7.1 Front-end Overview
      • 7.2 Step 0: Review your competition and their games
        • Game Examples
      • 7.3 Step 1: Create Your “front-door”!
      • 7.4 Step 2: Create Your Standard “Game Shell” Phases.
        • Network Impact
        • Gamer’s Local Activity
      • 7.5 Select a “Front-end” JS Format
        • ES5 Format
        • ES6+ Format as “FAT Arrow” Function
        • ES6+ Format as “Phaser.Class”
        • ES6+ Format as “Phaser.Scene”
      • 7.6 Step 3: Create your RPG Core Mechanics
        • RPG Story “Chapter 1 of 3”
        • Demo.js — Stage 1 Development
        • Reminder: Front-End using CaaS
      • 7.7 Traditional Phaser Front-End
        • Deeper Dive: Callbacks & Events
      • 7.8 Play.js — Stage 2 Overview
        • Environment Maps
        • Deeper Dive: Hexagonal Grids
        • Separation of Concerns (SoC)
        • Rogue Prince Starting Position
      • 7.9 HUD Panels as Scenes
        • The Game Settings & Options HUD
        • “Rogue Prince” HUD Panel
        • Settlements HUD Panel
        • “Non-Player Character” (NPC) Garrison HUD Panel
        • Quest & Adventure Records
        • Privileged Access to Bonus Content
        • Conflict Resolution System
      • 7.10 Selling RPG Comics
      • 7.11 Quest Editors
        • Game Development Tools & Generators
      • 7.12 3D & 1st person games
        • Deeper Dive: gITF™ Asset Generations
      • 7.13 Conclusion
  • What’s next?
    • 8 Bonus Development Content
      • 8.1 Game Distribution & Marketing
        • Introduction: 8-Step Deployment Method.
      • 8.2 Book Review Protocol
      • 8.3 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
  • Appendix 2 — Back-end Systems
      • Game Services (Back-end)
      • Server-side Frameworks — the CMS
      • Production release version.
      • CodeIgniter & Phaser as an Integrated CMS
      • Recipe for a “CodeIgniter v3.x (CI3) CMS”
        • Deeper Dive: Authentication Systems using "Ion Auth" with CI3
        • Deeper Dive: Building a Fat-Free Framework (F3) for CI3
  • Notes

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