Phaser III Game Prototyping
This book is 100% complete
Completed on 2019-03-16
About the Book
This workbook is the new edition 4 -- a hands-on tutorial guide for Game Prototype creations using component object programming with emphasis on Phaser v3.16+ (when available FEB 2019). This book will become available after the Phaser v3.16.x release scheduled. The reason we are delaying this books publication is due to the massive rewrites coming in v3.15+ OCT 2018 and 100% features final made availability in v3.14.0 release scheduled for mid-October, 2018.
As of February 2017, this book was the first and only available tutorial for Phaser v3.x.x, and will continue to supplement version 3 as more framework features become available in v3.14+. Therefore, if you purchased this book from LeanPub.com, you will have a continually updated version on the latest Phaser III features.
Phaser v3.15+ examples will use our unique component object programming. This book delves into many of the great classic game mechanisms and design mechanics techniques. All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build your own game projects. You'll also download supporting tools to classify the book’s snippets and add your own modification.
You’ll find detailed working examples on the book's website with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations enhance the book’s explanation. You can begin your current Phaser v2.x.x game conversions and upgrade them into Phaser 3 now. I show you how I upgrading my product line from Adobe Flash & Phaser v2.x.x.
What you’ll learn:
By the end of this workbook, you’ll have integrated into your own game designs:
- Adopted processes for business project management and agile software development.
- Organized a standard file structure for developing games in general;
- Used a blank game prototype templates to scaffold further game projects and automation tools;
- Converted Phaser v2.x.x and adopted the new features and upcoming changes into Phaser v3.16+.
- Imported resources and game assets;
- Displayed, animated and moved game avatars on various screen renderings;
- Managed groups of game objects;
- Deployed heads-up display (HUD) on game scenes both inside and outside the canvas;
- Used customized web fonts;
- Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard);
- Rendered several physics systems on game components;
- Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);
- Created and managed game phases with multiple Scenes;
- Managed permanent game assets across game phases;
- Optimized your game for various mobile devices;
- Integrated 3rd-party plugins and blueprints.
- Deployed single- and multi-player games from the workbooks tutorials.
- Web Sockets demystified for scalable massive online game deployments.
Who This Book Is For:
Book contents and access to supporting website.
Following the Game Recipes, these are 3 game rules examples
Book and Game Developer Certification Course
Earn your respect in the industry with Phaser v3.x.x Game Developer Certification course includes free access to the Phaser v3.x.x Game Development Workshop Course.
Learn how to use this document and leverage revenues in our Gaming Community.
Following the book examples of generating Room Movement table with 2D arrays. (66 files; 17.2 MB
A*Star path finding for Phaser.
Two website back-ends to support ARRA games in ASP and PHP (91 files; 1.94 MB)
The book describes several games beyond ARRA rv_8 and rv_15. Here is the collection of software code for those bonus games. (416 files; 58 MB on disk). Life-Time licenses included a value of $180.
Legends of Renown Deeds rulebook (Amazon edition - $2.99) - an active online RPG since 1993!
game project template using OLOO style game construction.
Step-by-step Game Recipe Series creating the Blood Pit In-Game-Module for Legends of Renown Deeds Gaming System.
Following the Game Recipes, these are 3 game rules examples
This book and the Phaser III Game Design Workshop Course and Certification. Available after 95% book complete. Bonus Content: x,xxx files xxx MB (2018xxxx unzipped)
International Children Games
- Viewing this e-Book
- About this Workbook:
- Workbook Content:
- Book formatting:
Who This Book Is For:
- Your newly obtained skills…
Bonus Content (4th Edition)
- Game Design System™ Recipes:
- Our References:
- Tweet This Book!
- Book Examples & Samples
- Distribution Permission
Part I - Concept & Design
1 Game Studio & Project Setups
1.1 Workstation Setup
- Batteries not included … Web Server Required
- Development Tools
1.2 Project Setup
- Deeper Dive: Project Data Structure
- Deeper Dive: And its name shall be called …
- Project Directories & Files
1.3 Game Project Preparations
- What makes a Good Game?
1.4 Preparing a “Game Recipe™”
- What are you making?
- What technology will you use?
- What features are included?
- What features are mandatory?
- How will you encode it?
- Design Architecture: “Oh! Oh!”
- Design Architecture: “Top-down”
- Design Architecture: “Bottom-up”
- “Oh! Oh!” vs. Top-Down vs. Bottom-Up
- What’s your time-line?
- Are you ready?
1.5 Game Recipe™ Summarized:
- 1.6 Summary
- 1.7 Chapter References:
- 1.1 Workstation Setup
2 Building a Game Launch Pad
- 2.1 Example: Box Graphics Prototypes
- 2.2 “ToTo, … we’re not in Kansas anymore” — Dorothy
- 2.3 Creating Prototype Mechanisms — 4-Step method
2.4 Game Recipe™ Step #1) the Front-Door
- Task #1-1 Instructions:
- Compare your code
- Mobile Single Web Page Applications
2.5 Task #2: Launching a Game
- Launching a Phaser III Game
- Deeper Dive: Launching the Game.
Deeper Dive: Optional Game
- Deeper Dive: To Infinity and Beyond!
- 2.6 Summary
- 2.7 Chapter References:
3 Building Game Phases, Scenes & Roses.
3.1 Step #1 of 4: Generate a Game’s Phase
- Deeper Dive: D.R.Y. Stand-alone
- Deeper Dive: Scene Transitions
- Deeper Dive: The CMS Game Shell
- Deeper Dive: When to use the game shell model
3.2 Bare Bones Prototypes
- Inside a Game Phase
- 3.3 Deeper Dive: “Phaser Essential Functions”
3.4 Game Phase Prototypes
- Vanilla, Strawberry, or Chocolate Creme-filled?
- Deeper Dive: Overriding Scenes from Phaser.Scene
- Deeper Dive: Creating Scenes using ES5 Prototypes
- Deeper Dive: Creating Scenes using Phaser.Class
- Deeper Dive: Creating Scenes by extending Phaser.Class
- ES6 Considerations: Strawberry
- Deeper Dive: Separate Scene Configuration files
- Deeper Dive: Defining Other Game Properties
3.5 Game Phases as Modules
- Deeper Dive: ES9 Modules
- “Phaser.Game” — One File to Rule them all …
- Main.js (aka “launch” or index.js)
- Deeper Dive: Security
- Deeper Dive: Cache
- Deeper Dive: Loader Examples
- Splash.js or Language.js?
- Deeper Dive: JS Modules
- 3.6 Summary
- 3.7 Chapter References:
- 3.1 Step #1 of 4: Generate a Game’s Phase
4 Building Game Prototypes, Mechanisms & Tools
4.1 Task #3: Mini-Me
- Creating an Avatar (the visual display)
- Deeper Dive: Display selected sprite from sprite-sheet.
- Deeper Dive: Using Base64 Images
- Creating an Avatar’s metadata
4.2 Task #4: Moving Game Elements
- Deeper Dive: Phaser III Input Manager
- Deeper Dive: Future Proofing your source code.
- Deeper Dive: Configuring the Keyboard (Phaser v3.16+ updated)
4.4 Task #5: Things that go bump …
- Walls and Camera boundaries
- Interior Decoration
- Deeper Dive on Game Objects hit areas.
- Doors, Knobs and Buttons
- Deeper Dive: Writing Optimized Code
- Deeper Dive: Buttons as a “Class” or “Scenes”?!!?
- Deeper Dive: Button size considerations
- Deeper Dive: Adding Buttons & Mobile Touch
- 4.5 Task #6: When Worlds Collide …
- 4.6 Task #7: It’s curtains for you …
- 4.7 Other Game Mechanism Categories
- 4.8 The Finish Line: You’re AWESOME … Gloat, Gloat …
- 4.9 Chapter Source Code & Demo
- 4.10 Summary
- 4.11 Chapter References
- 4.1 Task #3: Mini-Me
5 Game Recipe™ Automation Tool
- 5.1 Deeper Dive: Database Protection Considerations
5.2 Database Schema Construction (Copyright-able!!)
- Database Record Construction
- Database structure
- 5.3 Remote Codebase Using AppML
- 5.4 Building an AppML application
- 5.5 Sample AppML codebase (Public Access)
- 5.6 Remote codebase Using JSON
- 5.7 Chapter Source Code & Demo
- 5.8 Summary
- 5.9 Chapter References
- 1 Game Studio & Project Setups
Part II - Mechanisms into Mechanics
6 Game Mechanics & Systems
- 6.1 Game-Play vs Game Mechanics vs Game Mechanism
6.2 Game Mechanics (GM)
- Game Mechanics Suggested by Schell
- Actions Game Mechanics:
- Game Mechanics as: Attributes, Objects, & States
- Deeper Dive: Game Phases Revisited
- Deeper Dive: Object Manipulation in ES5/6/7/8/9
- Chance Game Mechanics:
- Rules Game Mechanics:
- Deeper Dive: Rules
- Deeper Dive: Rule Categories
- “Skills” Game Mechanics:
- “Space” Game Mechanics:
6.3 Phaser III API into Game Mechanics (GM)
- Deeper Dive: Input Manager Event Horizon
6.4 Game Design System™
- How it works
6.5 Game Genres
- Deeper Dive: Game Genres
- Deeper Dive: Game Modes
- 6.6 Summary
7 Dem’s fightin’ words
- 7.1 Launching Web Sockets
- 7.2 Dynamic Combat Menus
7.3 So, Give Me Some Space …
- Melee Weapons
- Ranged Weapons
7.4 OO!, OW! AH!, OW! Stayin’ alive! Stayin’ alive!
- Grid-less Combat
- Grid-ed Combat
- 7.5 Tactical Tiled-Maps
7.6 Squares and Checkered Grids
- Deeper Dive: Phaser III Grids
- Hexagonal Grids
- Deeper Dive: Real hexagonal grids
7.7 Rules of Engagement: Take 5 paces, turn and …
- Been there … done that …
7.8 “Where’s the beef?”
- Guitar hero - Time to get it Right!
- Days of our Lives - Drama Theater
- SCA Virtual “Fighter Practice” by Steve Echos
- En Guard method
- Yeap! Ya betcha’ ‘ur life!
- 7.9 Story narrative
- 7.10 Frisking, Fondling or Groping
- 7.11 Chapter Source Code
- 7.12 Complete Combat Prototypes
- 7.13 Summary
- 7.14 Footnotes
8 Whazzz-sUP! …. HUD Development
- 8.1 HUD Housing Development
- 8.2 HUD as Panels
- 8.3 HUD Panels outside the Canvas?!?
- 8.4 HUD Demos
- 8.5 Summary
- 8.6 Footnotes
9 Don’t make me think or “Artificial Intelligence for Dummies”
- 9.1 The “6 of 9”
- 9.2 Chasing
- 9.3 Evading
- 9.4 Patterns
- 9.5 Fuzzy logic
9.6 Finite State Machines (FSM)
- FSM Resolving Combat Outcomes
- FSM Resolving AI behaviors
9.7 Recursive World Feedback
- Probability Data Tables
- 9.8 Complete AI Prototypes
- 9.9 Chapter Source Code
- 9.10 Summary
- 9.11 Footnotes
10 Common Pitfalls
10.1 Lacking Debugging Tools?
- Deeper Dive: Console Commands
- 10.2 Same “Name-spaces”
- 10.3 Callbacks
10.4 Missing Documentation
- Deeper Dive: What is Dragon Speak
- 10.1 Lacking Debugging Tools?
- 6 Game Mechanics & Systems
Part III - Project Walk-through & Resources
- 11 Phaser III Game Prototype Library
12 Walk-through Tutorial Series
- 12.1 Difficulty Rating: Easy
- 12.2 Difficulty Rating: Moderate or Intermediate
- 12.3 Difficulty Rating: Advanced (aka “The Full Monty!”)
- 12.4 Source Code is here (online)
Part IV - Next Steps … Distribution!
13 Distribution Preparation: Your Game Product
- 13.1 Development vs. Production
- 13.2 Create A Game Pipeline
- 13.3 Preparing for Mobile Deployment
- 13.4 Chapter References:
14 Marketing Channels Deployment
- 14.1 Channel Selection
- 14.2 What do I need?
- 14.3 Targeting Markets with the “Tower of Babel”
- 14.4 Channel Preparations
14.5 Generating a Profit
- In-Game Purchases
- Partnerships & Sponsors
- Player Interactions
- Paraphernalia Merchandising
- 14.6 Chapter Reference
- 13 Distribution Preparation: Your Game Product
- JS OOP Comparisons
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