Phaser III Game Design Workbook
Phaser III Game Design Workbook
About the Book
- Viewing this eBook:
About this Workbook
- Workbook Content
- Book formatting:
- Who should use this workbook?
- Your newly obtained skills…
- Bonus Content
- Game Design System™ Recipes:
- Our References:
- Distribution Permission
Part I - Concept & Design
1 Business Considerations
- 1.1 Chapter One Self-Evaluation Quiz
- 1.2 Grade Your Readiness
- 1.3 Formal Business Launch Required?
1.4 Common Marketing Sense
- Similar Games (Competitors)
- Key Features (Matching the Competition)
- Key Differentiation & Unique Features (Setting Us Apart)
1.5 Target Audience Considerations
- Game Target Audience (aka Marketing Plan)
- The Gamers (who is your Target Audience?)
- 1.6 New Dog, Old Tricks?
- 1.7 Copyrights & EULA
2 Building a Game Studio Workshop
- 2.1 Workstation Set-up Environment
2.2 Development Tools
- Text Editor
- IntelXDK (deprecated)
2.3 Project File Structure
- My Project Recommendations
- 2.4 Summary
- 1 Business Considerations
Part II - Capturing Your Ideas
3 The Art of Game Design
- 3.1 Bonus Content Download
- 3.2 Generating Game Ideas & Mechanics
- 3.3 Concept Phase
- 3.4 Creating a Game Design Document (GDD)
- 3.5 Game Introduction
- 3.6 Game-Play Overview
- 3.7 Game Mechanics (GM)
3.8 Game Mechanics Suggested by Schell
- User’s Relationship to Game Mechanics:
- Attributes, Objects, & States in Game Mechanics:
- “Chance” in Game Mechanics:
- Rules in Game Mechanics:
- Deeper Dive: Rules
- Deeper Dive: Rule Categories
- “Skills” Game Mechanics:
- “Space” Game Mechanics:
- Deeper Dive into MVVM
- 3.9 Game-Play vs Game Mechanics vs Game Mechanism
- 3.10 Key Game Mechanics (GM) Categories
3.11 Using Phaser III API as Game Mechanisms
- Deeper Dive: Input Manager Event Horizon
4 Building Your “Game Recipe”™
- 4.1 What makes a Good Game?
- 4.2 What makes a Great Game by Tony Paton
- 4.3 Preparing a “Game Recipe”™
- 4.4 What are you making?
- 4.5 What technology will you use?
- 4.6 What features are included?
- 4.7 What features are mandatory?
4.8 How will you encode it?
- Design Architecture: Top Down
- Design Architecture: Object Oriented (OOAD)
- Design Architecture: “Bottom-up”
- Alternate Design Options
- Game Flow
- “Oh! Oh!” vs. Top-Down vs. Bottom-Up
- 4.9 What’s your time line?
- 4.10 Are you ready?
4.11 Game Recipe™ Summarized:
- 4.12 Creating Prototype Mechanisms — 4-Step method
- 4.13 Summary
- 4.14 Chapter FootNotes:
5 Game Design Architecture
5.1 Game’s Front Door — its web page
- Game SEO
- Achieving Blazing Speed
- Creating a Mobile Index Page
- Creating Your Index Page (Traditional Method)
- Index Page
- Index Page Explained
- Deeper Dive: What is a Namespace?
- Launching a Phaser III Game
- Deeper Dive: Using a “Singleton”?
5.2 “Phaser Essential Functions”
- Deeper Dive: Phaser III Scenes References
- 5.3 Bare Bones Prototypes
5.4 Game Menus as Modules
- Accessing Your Game from across the Network
- Initialize Game Phase
- Boot / Preload Phase(s)
- Game on local device (ES6 Example Files)
5.5 Skeleton Phase file
- Splash or Language?
- Main Menu
- Game Over - Win or Lose?
- Ads & In-game Purchases
- Other Supporting Menus
- Game License
- Managing Game Upgrades
- 5.6 Summary
- 5.7 Chapter Footnotes
- 5.1 Game’s Front Door — its web page
6 Game Mode
- 6.1 Perspectives and Viewpoints
- 6.2 Single Player
6.3 Massive Multi-player Online Games (MMOG):
- Open Source MMO - Nodejs & WebSockets
- 6.4 Mixing & Matching
- 6.5 Summary
- 6.6 Chapter Footnotes:
- 3 The Art of Game Design
Part III - Game Projects
- 7 Game Practicum
8 Headless Game Design Overview
- 8.1 White Label Product Development
Part IV: Next Steps … Distribution!
9 Full-Stack vs Headless Development.
- 9.1 Back-End Systems
- 9.2 Front-End Systems
9.3 12.2 CodeIgniter & Phaser Integrated CMS
- CodeIgniter Prep Step-by-Step
- Game Shell (click dummy)
10 Game Distribution & Marketing Channels
- 10.1 Introduction: 8-Step Deployment Method.
- 10.2 Development vs. Production
- 10.3 Creating A Game Pipeline
11 Design Preparation: Your Game Product
- 11.1 Preparing for Mobile Deployment
- 11.2 Chapter References:
12 Marketing Channels Deployment
- 12.1 Channel Selection
- 12.2 What do I need?
- 12.3 Targeting Markets with the “Tower of Babel”
- 12.4 Channel Preparations
12.5 Generating a Profit
- In-Game Purchases
- Partnerships & Sponsors
- Player Interactions
- Paraphernalia Merchandising
- 12.6 Chapter Reference
- 9 Full-Stack vs Headless Development.
- Appendix: Making WebXR Games!
- Appendix: Phaser Plugins
- Other resources:
- Selling your Game Assets
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