Phaser III Game Design Workbook
Phaser III Game Design Workbook
About the Book
Table of Contents
- 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
Other books by this author
The Leanpub 60-day 100% Happiness Guarantee
Within 60 days of purchase you can get a 100% refund on any Leanpub purchase, in two clicks.
See full terms
80% Royalties. Earn $16 on a $20 book.
We pay 80% royalties. That's not a typo: you earn $16 on a $20 sale. If we sell 5000 non-refunded copies of your book or course for $20, you'll earn $80,000.
(Yes, some authors have already earned much more than that on Leanpub.)
In fact, authors have earnedover $12 millionwriting, publishing and selling on Leanpub.
Learn more about writing on Leanpub
Free Updates. DRM Free.
If you buy a Leanpub book, you get free updates for as long as the author updates the book! Many authors use Leanpub to publish their books in-progress, while they are writing them. All readers get free updates, regardless of when they bought the book or how much they paid (including free).
Most Leanpub books are available in PDF (for computers) and EPUB (for phones, tablets and Kindle). The formats that a book includes are shown at the top right corner of this page.
Finally, Leanpub books don't have any DRM copy-protection nonsense, so you can easily read them on any supported device.
Learn more about Leanpub's ebook formats and where to read them