Making RPG Browser Games
Making RPG Browser Games
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Making RPG Browser Games

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Last updated on 2020-07-09

About the Book

Discover how to create Role-Playing games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this chapter, you will have a production pipeline ready to create as many different RPG "Content-as-a-Service" (CaaS) 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 RPG game mechanics as CaaS using an innovative approach in Headless Game Design. We will use the 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".
  • How to integrate "RPG" game mechanics into "Content-as-a-Service" (CaaS) back-end services!
  • Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.
  • License 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!

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

  •  
    • 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…
    • (“Headless”) Game Design System™
      • Business Product Management: Books
      • Business Product Development: Online Courses
      • “Making Browser Games” Series - online Courses
      • Game Programming Course
      • “Walk-Thru Tutorial Series” - Course Series
      • Game Recipes™ & Instruction Guides Series
  • Making RPG HTML5 Games
    • 1 “Game Design” Reviewed
      • 1.1 References From
      • 1.2 Traditional Game Design Reviewed
      • 1.3 Introduction: “Headless HTML5 Game Design”
      • 1.4 Why Design “Headless Game”?
      • 1.5 Deeper Dive: CaaS
      • 1.6 Game Genre Defined
      • 1.7 Role-Playing Genre Defined
        • Historical background
      • 1.8 Game Tools & Generators
        • Typical “Front-end” Tools
        • Typical “Back-end” Tools
    • 2 Design Considerations
      • 2.1 Project Considerations
      • 2.2 Select a Data Storage
        • Per-user storage
        • Database structure
        • Deeper Dive: Database Protection Considerations
      • 2.3 Selecting a Middleware Framework
        • Why Use Middleware?
        • How does Middleware work?
        • Middleware Selection Criteria
        • “Why are you using two different systems?”
        • Middleware Conclusion
      • 2.4 Select a Content Delivery Network (CDN)
      • 2.5 Game Mechanics (GM) — Logic & Rules
      • 2.6 Game Mechanics (GM) - Data Structure
      • 2.7 Consideration Summary
    • 3 Standard Workstation Setup
      • 3.1 Web Server Required - Batteries not included!
      • 3.2 Standardized File Structures
      • 3.3 Specific Back-end Editors Review
        • RPG CaaS “Back-end” File Structure
        • Traditional “Front-end SWPA” File Structure
      • 3.4 Barebones “Front-end” Set-up
    • 4 Project(s) “Overview Plan” (RAW Draft)
    • 5 Starting the RPG Projects (RAW Draft)
  • Part II: Making “Role-Playing CaaS” Games
    • 6 Step 1: Your “Access Doorways” …
      • 6.1 The “Front-end” Access Overview
      • 6.2 RPG CaaS API Contracts (RAW DRAFT)
        • Choosing an API Paradigm
      • 6.3 The “Back-end” (CaaS) Access
        • The Work Flow
      • 6.4 Admin Content Editor (ACE) (RAW Draft)
        • Adventure Quests (RAW Draft)
        • Interactive Stories (RAW Draft)
      • 6.5 B2B License & Back-end Access (RAW Draft)
        • Adventure Quests (RAW Draft)
        • Interactive Stories (RAW Draft)
      • 6.6 Fan’s License & Back-end Access (RAW Draft)
        • Adventure Quests (RAW Draft)
        • Interactive Stories (RAW Draft)
    • 7 Step 2: Create Your Back-end “CaaS” (RAW Draft)
  • Part III: Making the “Front-end” CMS!
    • 8 Game Recipe™
      • 8.1 Front-end Overview
      • 8.2 Step 0: Review your competition and their games
        • Game Examples
        • Front-end Game’s Featured Ingredients
    • 9 Step 1. Create Your “front-door”!
    • 10 Step 2. Create your “Game Shell” & Phases
      • 10.1 Network Impact
      • 10.2 Gamer’s Local Activity
      • 10.3 Select a “Front-end” JS Format
        • ES5 Format
        • ES6+ Format as “FAT Arrow” Function
        • ES6+ Format as “Phaser.Class”
        • ES6+ Format as “Phaser.Scene”
    • 11 Step 3: Create “Front-end Play.js” (RAW Draft)
    • 12 Step 4: Create Support Functions. (RAW Draft)
      • 12.1 Generic Main.js
      • 12.2 Generic Boot.js
      • 12.3 Generic Preload.js
      • 12.4 Generic Splash.js or Language.js
      • 12.5 Generic Menu.js
        • Sample CMS page — Credits.js
        • Deeper Dive: Using JAMStack as an SSG …
        • Deeper Dive: Static Site Generators (SSG)
      • 12.6 Inside each “Front-end” Game Phase
    • 13 Plug-in Enhancements
    • 14 Conclusion
    • 15 Bonus Development Content
  • What’s next?
    •  
      • Game Distribution & Marketing
        • Introduction: 8-Step Deployment Method.
      • Book Review Protocol
      • Tell the world about your game!
  • Appendix
    • More Resources
    • Appendix: Making Phaser 3D Games!
    • 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
      • Security Concerns
        • MMoG Protection
    • Appendix: Phaser Plugins
    • Other resources:
    • Selling your Game Assets
  • Appendix 2
    •  
      • 8.2 Game Services (Back-end)
      • 8.3 CMS - Server-side Frameworks
      • 12.1 Production release version.
      • 12.2 CodeIgniter & Phaser Integrated CMS
    • JS OLOO - Modern Game Development Method
      • 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 2
        • JS OLOO - Modern Game Development Method

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