Phaser III Game Design Workbook
Phaser III Game Design Workbook
Game Product Management for the Phaser III JavaScript Gaming Framework
About the Book
Large Print edition. Learn to build a game studio for passive or secondary income. 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 into 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 the Phaser JavaScript Framework is exposed for your development. Bonus Content available conveniently in your LeanPub Library or from this book's website.
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:
-
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:
- Development:
- Design:
- Encoding:
- 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
- Play
- 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
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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
- Advertising
- Partnerships & Sponsors
- Retail
- Billing
- Data
- Player Interactions
- Paraphernalia Merchandising
- 12.6 Chapter Reference
-
9 Full-Stack vs Headless Development.
-
Appendix
- Appendix: Making WebXR Games!
- Appendix: Phaser Plugins
- Other resources:
- Selling your Game Assets
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