Phaser Game Design Workbook
Phaser Game Design Workbook (The Book (only))
$5.41
Minimum price
$54.19
Suggested price
Phaser Game Design Workbook

This book is 100% complete

Completed on 2019-08-05

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.js v2.x.x gaming frameworks, you develop your own game by simply following and translating my easy concepts into your own game design. When you complete this workbook, unlike other game development books, you will have your own game, not a carbon-copy of the author's.

This workbook is divided in two 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 3), while a seasoned game developer might start with Part II (chapters 4 through 8) and scourer the appendix. The workbook's appendix is a resource dictionary of available books, and open-source FREE assets on the Internet. Each chapter guides you in my decisions & 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 for both versions 2.6.2, CE (external to the book's content), so you can convert into your own production pipeline.

 In summary, you complete your own exciting game, in your selected genre, using free open-source Phaser v2.x.x JavaScript 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).

Review my profile on LinkedIn.com:  http://www.linkedin.com/in/stephen-gose-phd-honorary-71ba853b

Personal website:  http://www.Stephen-Gose.com./

Kingdom of Heaven: http://www.stephen-gose.com./KoG/

Game Support Site: http://makingbrowsergames.com/

Game Showcase: http://www.renown-games.com

Purchase Game source code and License: http://shop.pbmcube.net/

Packages

The Book (only)

207+ pages, Game Design Workbook (only). DOES NOT INCLUDE BONUS CONTENT.

Includes:

  • extras
    Free Affiliate Guide

    Learn how to use this document and leverage revenues in our Gaming Community.

  • extras
    Game Rules Examples

    Following the Game Recipes, these are 3 game rules examples

  • English

  • PDF

  • EPUB

  • MOBI

  • APP

$5.41
Minimum price
$54.19
Suggested price
The Book with Bonus Content

270+page, Game Design Workbook focused on Phaser JavaScript Framework. Bonus Content: Free Affiliate Guide, 102 page bonus content (15 resource files; 43MB zipped). Total of 370+ pages!

Includes:

  • extras
    Bonus Content & Code Samples

    105 pages (15 resource files; 41+ MB) of supporting documentation and source code examples: 15 JavaScript files, 2 mobile Intel XDK templates, 40 game mechanic themes, game state cheat sheet and flow chart, 93 pages of Game Design Document templates and examples, 5 page cheat sheet for index.html creation. Game Fun analysis work sheet which compare 16 human motivations to 42 "Fun Factors". 2 coupons for further online training courses a value of $35 for FREE!.

  • extras
    Free Affiliate Guide

    Learn how to use this document and leverage revenues in our Gaming Community.

  • extras
    Distribution Channels Game Categories

    A compilation of game categories names across several distribution channels. This document will assist you in placing your game in the proper listings. It will make searching for your released game easier to find.

  • extras
    Game Rules Examples

    Following the Game Recipes, these are 3 game rules examples

  • English

  • PDF

  • EPUB

  • MOBI

  • APP

$16.23
Minimum price
$54.19
Suggested price

Table of Contents

  •  
    • Distribution Permission
      • Viewing this e-Book
    • 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!
  • 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 Workshop
      • 2.1 Workstation Set-up Environment
      • 2.2 Project File Structure
      • 2.3 Summary
    • 3 Capturing Your Ideas
      • 3.1 Generating Game Ideas & Mechanics
      • 3.2 What makes a Great Game by Tony Paton
      • 3.3 Concept Phase
      • 3.4 The Art of Game Design
      • 3.5 Game Project Preparations
      • 3.6 Preparing a “Game Recipe™”
      • 3.7 Game Recipe™ Summarized:
      • 3.8 Game Mechanics (GM)
      • 3.9 Phaser API into Game Mechanics (GM)
      • 3.10 Artwork Research
      • 3.11 Final Word on Artwork
      • 3.12 Game Design Document (GDD)
      • 3.13 Game-Play Overview
      • 3.14 Game-Play vs Game Mechanics vs Game Mechanism
      • 3.15 Technical Design Document
      • 3.16 Summary
      • 3.17 Chapter FootNotes:
  • Production & Distribution
    • 4 Game Design Architecture
      • 4.1 Game’s web page
      • 4.2 Game Menus as Modules
      • 4.3 Skeleton State file
      • 4.4 Summary
      • 4.5 Chapter Footnotes
    • 5 Distribution Preparation
      • 5.1 Development vs. Production
      • 5.2 Create A Game Pipeline
      • 5.3 Preparing for Mobile Deployment
      • 5.4 Chapter References:
    • 6 Marketing Channels Deployment
      • 6.1 Marketing Plan
      • 6.2 8-Step Deployment method:
      • 6.3 Channel Selection
      • 6.4 Targeting Markets with the “Tower of Babel”
      • 6.5 Channel Preparations
      • 6.6 Chapter Reference
    • 7 Game Mode
      • 7.1 Perspectives and Viewpoints
      • 7.2 Single Player
      • 7.3 Massive Multi-player Online Games (MMOG):
      • 7.4 Mixing & Matching
      • 7.5 Summary
      • 7.6 Chapter Footnotes:
    • 8 Game Mechanism Components
      • 8.1 Basics Concepts
      • 8.2 Pointers
      • 8.3 Adding Game Environment
      • 8.4 Customized Fonts
      • 8.5 Animations
      • 8.6 Camera & Viewports
      • 8.7 Summary
      • 8.8 Chapter Footnotes:
    • 9 Network Concepts
      • 9.1 Security Concerns
      • 9.2 Game Services (Back-end)
      • 9.3 CMS - Server-side Frameworks
      • 9.4 Index Page (Non-Traditional Method)
      • 9.5 Membership Login
      • 9.6 Summary
      • 9.7 Chapter Footnotes
  • Part III - Mozart Music Match Tutorial
    • 10 Game Construction Walk-through
      • 10.1 Production release version.
      • 10.2 CodeIgniter & Phaser Integrated CMS
  • Appendix
    •  
      • JSWiki
      • JS OOP Comparisons

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