Making "Headless" Multiplayer Games
Making "Headless" Multiplayer Games
Creating "Content-as-a-Service" Multiplayer Games Using a 5-Ring Architecture
About the Book
- Part I leads you through the world of networks, business consideration, MMoG analysis and setting up your Game Studio Workshop. I have 40 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering since 2006 at the college level.
- Part II Guides you into Multi-player Online Game architecture contrasted to a normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and example code.
- Part III contains several chapters focused on production and development for both the client-side code, client-proxy, server-side code, Content-as-a-Service (CaaS), "headless game design" and MMoG applications. This content sets the foundation for what many Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your own bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain.
- Part IV (Bonus Content) This section includes proprietary Game Rule Books and EULA source code included as a part of your book's purchase. It is also available separately at http://renown-games.com/shop.
B.S. Computer Science & Electrical and Electronics Engineering, University of Maryland (Verified Purchase & read)
The author knows his stuff about networking technologies. So this book presents a wealth of info on how to connect game clients and servers over networks. It's a bit too deep for some readers! But for the more practically minded, it advocates recent technologies and provides a lot of links to toolkits, libraries, and other tutorials. Many gaming how-to books give the impression that the author wants to make a quick buck, but this book feels like the author genuinely wants to make us smarter.
- Supporting website
About this Workbook:
- Viewing the Source Code
- Links and References
- 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
- Distribution Permission
- Part I: Network Concepts and Design
- Part II: MMoG Architecture
- Part III: Production & Development
Part III: Production & Development
- 1 Client-side Tutorial
2 Server-side Tutorial
- 2.1 Chapter Summary
3 MMoG App Engine Servers
- 3.1 Learning from others
- 3.2 Chapter References
4 Walk-through Tutorial: SCA Virtual Trainer™
- 4.1 Design Option A: (External “Walk-Through Tutorial”)
- 4.2 Design Option B: (External “Walk-Through Tutorial”)
- 4.3 “Rock, Paper, Scissors” Game Mechanics
- 4.4 Bots?
- 4.5 Simple 2-Player Remote Games
5 Walk-through Tutorial: Rulers of Renown™
- 5.1 Design Option A: (External “Walk-Through Tutorial”)
- 5.2 Design Option B: (External “Walk-Through Tutorial”)
5.3 Review MMoG Management Objects
- Code Sample
- 6 Walk-through Tutorial: War Lord Tourney™
- 7 Walk-through Tutorial: Legends of Renown Deeds™
8 Walk-through Tutorial: Blood Pit II™ (2-player)
- Required Original Download Files
- Live Online Example:
- Preparation Assumptions
- REST Selection Justification
- Design Option Paths
- 8.1 Common Design Foundation
8.2 Creating a MMoG REST API
- Step #1 Setting up a demonstration
- Step #2 The URLs
- Step #3 The Code
- Step #4 Database Models
- Step #5 API Security Considerations
8.3 Interacting with Horizontal Services
- Different REST Interactions Methods
- Social Services Interactions
- 8.4 Conclusion
- 8.5 Resources
- 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
- 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:
- More Resources
Answers to Exercises
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