Making Tower Defense Browser Games
Making Tower Defense Browser Games
Creating "Innovative" TD Gaming Mechanics for Phaser.js Gaming Frameworks v3.16+ & v2.13+
About the Book
Discover how to make a standard Tower Defense (TD) online game, a "bi-directional" TD game and an Anti-TD game using the production methods in this guide. This is a "Mega" construction chapter compared to its sister chapter in the Phaser Game Starter Kit Collection; you'll learn to create a standard TD game then put an innovative spin to its gameplay in two different TD-styled games. When you're finished, you will have a production pipeline ready to create as many different TD games as your imagination can dream of!
You'll also get bonus download examples, source code, references on how to do every single thing in this workbook, so you could copy and paste these into your own game design and then modify those resources for your own purposes.
This extraordinarily comprehensive workbook will teach you how to:
- Use Phaser v2.x.x and/or v3.24.
- Create a TD, "bi-directional", and "Anti-TD" games.
- How to integrate TD gaming mechanics into other game genres such as RPG or MMoG!
- Use Phaser in a Progressive Web Application or Single Page Web Application for any device.
- Analyze current business demand for these game's genres and where to deploy them.
- Automatically generate new quizzes and dating simulations.
- Instructor Guides and teaching resources available for workshops in this course's special Teacher edition.
If you have any feedback or suggestions please join our email listing or participate in the forum for this course!
Table of Contents
- 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 Game
1 Introduction to Game Design
- 1.1 Game Genre Defined
- 1.2 Game Artwork, Tools & Generators
- 1.3 References From
2 Standard Project Setup
- 2.1 Barebones Set-up
- 2.2 Standardized Project 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
- 3.1.1 Game Examples
- 3.2 Step 1: Create your “front-door”
3.3 Step 2. Create your “Game Shell” & Phases
- 3.3.1 Select a JS Format
- 3.3.2 “Game Phases” & Surrounding Content
- 3.3.3 Network Impact
- 3.3.4 Gamer’s Local Activity
- 3.3.5 Inside each Game Phase
- 3.4 Step 3: Create “Play.js”
3.5 Step 4: Create Supporting Functions
- 3.5.1 Deeper Dive: Static Site Generators (SSG)
- 3.5.2 Deeper Dive: Using JAMStack as a SSG …
- 3.1 Step 0: Review your competition and their games
- 1 Introduction to Game Design
Part II: Making “Tower Defense” Games
4 Tower Defense — Core Construction
- 4.1 Game Project Overview
- 4.2 Our Goal
- 4.3 Game Recipe™ Featured Ingredients
- 4.4 Historical background
4.5 Game Mechanics (GM) - Logic & Rules
- 4.5.1 Feature Recommendations
4.6 Game Mechanics (GM) - Data Structure
- 4.6.1 Game Framework Mechanisms Elements
4.7 Design Considerations
- 4.7.1 Gameboard Development
- 4.7.2 Deeper Dive: Path Follower Resources
- 4.7.3 TD Game Modes
- 4.8 Conclusion: “What vs. How”
- 4 Tower Defense — Core Construction
Phaser v2.13+ Code Review
5 Game #1: “p2a” prototype
- 5.1 Initial Project files (Phaser v2.0.6):
- 5.2 Step #1: Front Door Analysis
5.3 “p2a” Game Mechanics (GM) Overview
- 5.3.1 GM: main.js
5.4 Step #2: Game Shell & Game Phases
- 5.4.1 Boot.js Modifications
- 5.4.2 Menu.js prototype (No Modifications)
- 5.5 Step #3 Game Framework Mechanisms (GFM) Overview
5.6 Step #4: Supporting Functions: Lines 217 to 557
btnOut: Lines 226 to 257
btnOver: Lines 259 to 310
vpFSM: Lines 312 to 343
doUpgradeReturn: Lines 344 TO 417
doAssignReset: Lines 418 to 518
doSelect: Lines 518 to 553
- 5.7 Game #1 Stage 2: “Beta” Pre-release
6 Game #2: “p2a” prototype (Draft)
- 6.1 Game Features
- 7 Game #3: “p2a” prototype (Draft)
- 5 Game #1: “p2a” prototype
Phaser v3.16+ Code Review
8 Game #1 “p3a” prototype
- 8.1 Initial Project files (Phaser v2.0.6):
- 8.2 Step #1: Front Door Analysis
8.3 “p3a” Game Mechanics (GM) Overview
- 8.3.1 GM: main.js
8.4 Step #2: Game Shell & Phases
- 8.4.1 Boot.js Modifications
- 8.4.2 Menu.js prototype (No Modifications)
8.5 Step #3 Game Framework Mechanisms (GFM) Overview
- 8.5.1 Play.js “create”: Lines 84 to 464
- 8.5.2 Design Options
- 8.5.3 Play.js “update”: Lines 465 to 472
8.6 Step #4: Supporting Functions: Lines 475 to 725
doAssignReset: Lines 474 to 585
doSelect: Lines 586 to 624
doUpgradeReturn: Lines 625 TO 686
vpFSM: Lines 687 to 720
- 8.7 Game #1 Stage 2: “Beta” Pre-release
9 Game #2 “p3a” prototype (Draft)
- 9.1 Game Features
- 10 Game #3 “p3a” prototype (Draft)
- 8 Game #1 “p3a” prototype
11 Plug-in Enhancements
- 11.1 Twitter Plugin
12 Game Distribution & Marketing
- 12.1 Introduction: 8-Step Deployment Method.
- 13 Book Review Protocol
- 14 Tell the world about your game!
- 11 Plug-in Enhancements
- 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
- 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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