Phaser III Game Design Workbook
Phaser III Game Design Workbook
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Phaser III Game Design Workbook

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Completed on 2019-12-01

About the Book

This is a different book format for game development -- unlike anything you have seen. As I create a generic game in html5 using Phaser III JavaScript Gaming Framework, you develop your own bespoke game by simply following and translating my easy concepts into your own game design. When you complete this workbook, unlike other browser game development books, you will have your own game, not a carbon-copy of mine.

This workbook is divided in three parts of bundled chapters! For example, if you have never created an online game in html5 and JavaScript, you might like to read Part I (Chapters 1 through 4), while a seasoned game developer might start with Part II (chapters 5 through 10) and scourer the appendix. The workbook's appendix is a resource dictionary choke full of available books, and open-source FREE assets from the Internet. Each chapter guides you in my decisions and design process ("agile" project management); you will discover why I chose various business and software outcomes -- all of this, in well-commented source-code files in the latest v3.15.x (external to the book's content), so that you can convert these resources into your own production pipeline.

 In summary, you complete your own exciting game, in your selected genre, using free open-source Phaser III JavaScript Gaming Framework, and other JavaScript tools by following this step-by-step workbook. The power of Phaser JavaScript Framework is exposed for your development. Bonus Content available conveniently in your LeanPub Library or from this book's website.

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 41st anniversary this Sept 1!

Steve is a Licensed Minister since 1972; certified Network Engineer (retired after 40 years) and currently as a full-time teaching faculty in software engineering and network cyber-security as Professor Emeritus for the past 14 yrs. Since 2002, He has been a Cisco Certified Academy Instructor (CCAI).

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Kingdom of Heaven:

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Table of Contents

    • Distribution Permission
      • Viewing this eBook:
    • Disclaimer
    • Forwards
    • About this Workbook
      • Disclosures
    • Workbook Content
    • Book formatting:
    • Who should use this workbook?
    • Your newly obtained skills…
    • Bonus Content
    • Game Design System™ Recipes:
    • Our References:
      • Tweet This Book!
  • Part I - Concepts & 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
      • 1.5 Target Audience Considerations
      • 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
      • 2.3 Project File Structure
      • 2.4 Summary
  • Part II - Capturing Your Ideas
    • 3 The Art of Game Design
      • 3.1 Generating Game Ideas & Mechanics
      • 3.2 Concept Phase
      • 3.3 Creating a Game Design Document (GDD)
      • 3.4 Game Introduction
      • 3.5 Game-Play Overview
      • 3.6 Game Mechanics (GM)
      • 3.7 Game Mechanics Suggested by Schell
      • 3.8 Game-Play vs Game Mechanics vs Game Mechanism
      • 3.9 Key Game Mechanics (GM) Categories
      • 3.10 Using Phaser III API as Game Mechanisms
    • 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?
      • 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
      • 5.2 “Phaser Essential Functions”
      • 5.3 Bare Bones Prototypes
      • 5.4 Game Menus as Modules
      • 5.5 Skeleton Phase file
      • 5.6 Summary
      • 5.7 Chapter Footnotes
    • 6 Game Mode
      • 6.1 Perspectives and Viewpoints
      • 6.2 Single Player
      • 6.3 Massive Multi-player Online Games (MMOG):
      • 6.4 Mixing & Matching
      • 6.5 Summary
      • 6.6 Chapter Footnotes:
    • 7 Game Mechanism Components
      • 7.1 ToTo, we’re not in Kansas … — Dorothy
      • 7.2 Tile Map
      • 7.3 Phaser III Systems
      • 7.4 Phaser3 Finish Line: You’re AWESOME … Gloat!, Gloat! …
      • 7.5 Phaser v3 Source Code & Demos
      • 7.6 v3 Animations
      • 7.7 Camera & Viewports
      • 7.8 Summary
      • 7.9 Chapter Footnotes:
    • 8 Network Concepts
      • 8.1 Security Concerns
      • 8.2 Game Services (Back-end)
      • 8.3 CMS - Server-side Frameworks
      • 8.4 Index Page (Non-Traditional Method)
      • 8.5 Membership Login
      • 8.6 Summary
      • 8.7 Chapter Footnotes
  • Part III: Next Steps … Distribution!
    • 9 Game Distribution & Marketing
      • 9.1 Introduction: 8-Step Deployment method.
      • 9.2 Development vs. Production
      • 9.3 Creating A Game Pipeline
    • 10 Distribution Preparation: Your Game Product
      • 10.1 Preparing for Mobile Deployment
      • 10.2 Chapter References:
    • 11 Marketing Channels Deployment
      • 11.1 Channel Selection
      • 11.2 What do I need?
      • 11.3 Targeting Markets with the “Tower of Babel”
      • 11.4 Channel Preparations
      • 11.5 Generating a Profit
      • 11.6 Chapter Reference
  • Part IV - Game Project Walk-through
    • 12 Mozart Music Match Tutorial
      • 12.1 Production release version.
      • 12.2 CodeIgniter & Phaser Integrated CMS
  • Appendix
      • Appendix: Phaser Plugins
      • Other resources:
      • Sell your Game Assets

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