Phaser Multiplayer Gaming Systems
Phaser Multiplayer Gaming Systems (The Book (only))
$5.46
Minimum price
$54.69
Suggested price
Phaser Multiplayer Gaming Systems

This book is 80% complete

Last updated on 2019-03-18

About the Book

This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND any other Gaming Frameworks for the front- and back-end development. It is a Book of 5 Rings Game Design - "HTML5, CSS, JavaScript, PHP and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into massive multiplayer online game creation as a profitable business adventure - none of this theoretical local workstation proof of concept! It uses any popular gaming framework -- not limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017 for Phaser Gaming Framework!

  • Part I leads you through the world of networks, business consideration, MMoG analysis and setting up a studio workshop. I have 40 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor, and have taught networking, networking security, game design / development and software engineering for the past 14 years at the college level.
  • Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and sample code. 
  • Part III is 3 chapters on production and development for the client-side code, client-proxy, server-side code, and MMoG app code. This content is what your Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you!  Upon completion of Part III, you will have your own bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain .
  • Part IV (Bonus Content) features four (4) Game Recipes -- step-by-step instructions -- using the Rulers of Renown Gaming Rules, Logic and PBMCube Gaming System™. The Emancipation Wars is a Strategic turn-based, multi-player Fantasy Role-Playing Game of high adventure and legendary deeds. Your gamers will build armies, hire mercenaries, search out daemonic hordes, conjure magic spells or send your legendary heroes into forsaken ruins. 'The Emancipation Wars' is the initial gaming module of military conquest and liberation. This game provides your initial "Adventurer of Renown characters" the best place to earn renown as a military leader of the realm.  Game Rules, logic, and 4 FREE licenses for MMoG games are included in this book - each license valued at $48 each.

About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 40th anniversary this Sept 1!

Steve is a certified Network Engineer (retired after 40 years) and currently as a full-time teaching faculty in software engineering at the University of Advancing Technology (Tempe, AZ). For the past 10 yrs, 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./

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

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

Game License: http://shop.pbmcube.net/

Packages

The Book (only)

Bonus Content is not included

Includes:

  • extras
    Free Affiliate Guides

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

  • English

  • PDF

  • EPUB

  • MOBI

  • APP

$5.46
Minimum price
$54.69
Suggested price
Book, Game Dev. Course, Certification and bonus source code

List of bonus content: (Available after 95% completed) WebSocket template; OGRE game engine analyzed; IBM Microservices & Rogue Cloud; Books, charts, frameworks and tools.

Includes:

  • extras
    Web Sockets template

    Web Socket template and test boilerplate.

  • extras
    OGRE game engine analyzed

    A formal study on the OGRE open-source game engine (64 pages)

  • extras
    IBM Microservices

    Building interactive MMoG using IBM Cloud Services (6.4MB) and "What is serverless" 56-page pamphlet from O'Reilly books.

  • extras
    Books charts, frameworks, and tools

    worksheets and templates used found in this book. (14.3MB)

  • extras
    Free Affiliate Guides

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

  • English

  • PDF

  • EPUB

  • MOBI

  • APP

$12.95
Minimum price
$54.69
Suggested price

Table of Contents

  •  
    • Distribution Permission
      • Viewing this e-Book
    • Disclaimer
    • Forwards
    • About this Workbook:
    • Workbook Content:
    • Book formatting:
    • Who should use this workbook?
    • Your newly obtained skills…
    • Bonus Content (4th Edition)
    • Game Design System™ Recipes:
    • Our References:
      • Tweet This Book!
  • Part I: Network Concepts and Design
    • 1 Business Considerations
      • 1.1 Formal Business Launch Required?
      • 1.2 Common Marketing Sense
        • Find Similar Games (Competitors)
        • Key Features (Matching the Competition)
        • Key Differentiation & Unique Features (Setting Us Apart)
      • 1.3 New Dog, Old Tricks?
      • 1.4 Generating Game Ideas & Mechanics
      • 1.5 Copyrights & EULA
      • 1.6 Chapter Summary
      • 1.7 Chapter Foot Notes
    • 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
    • 3 Networking Basics
      • 3.1 Network Foundation Inventory
      • 3.2 Deeper Dive: Testing MMoGs Locally??
      • 3.3 Network Relationships
      • 3.4 Network Concerns
      • 3.5 Network Transport Protocols Overview
        • Layer 4 UDP vs. TCP
        • The Way We Were . . .
        • New Kid on the Block
        • Deeper Dive: WebSocket Frame
      • 3.6 Chapter Summary
      • 3.7 Chapter Foot Notes
  • Part II: MMoG Architecture
    • 4 MMoG Engine Analysis
      • 4.1 What is a Game Engine?
      • 4.2 To “B”uild or not to “B”uild, that’s the question!
      • 4.3 MMoG engine Criteria:
        • Here’s my list and chart: (not in order of preference)
      • 4.4 Server-side Research
      • 4.5 Vetting our candidates
      • 4.6 Node.js vs. WebSockets vs. Socket.io
        • Socket.IO bloated overhead!
      • 4.7 Final Analysis
      • 4.8 Server-less Alternatives
        • Online Development — Single Provider Option
        • Deploy Using Various Cloud Microservices
        • Build a Vertical
      • 4.9 Chapter Summary
      • 4.10 Chapter Foot Notes:
    • 5 MMoG Application Architecture
      • 5.1 Comparing Single- to Multi-Player Games
      • 5.2 Differences in MMoG Games?
        • Player Interactions
        • Technology Architecture
        • Live testing of MMoGs!
      • 5.3 Technical Aspects
        • Writing Source Code Differently: “How vs What!”
      • 5.4 Encoding Formats for Game Turns
        • MMoG App as RPC or MOM?
      • 5.5 Deployment Concerns
      • 5.6 Persistent Data structures
        • Deeper Dive: Learn from the Best — UnReal Engine
        • Deeper Dive: Learn from the Best — IBM Microservices
        • Additional Information
      • 5.7 New Tricks
      • 5.8 Managing Network Transports
        • Skipping Rope!
        • Adobe RTMP and RTMFP
        • Availability
      • 5.9 PBM³ Technology
      • 5.10 Too Hot, Too Cold, Just right! … where & what
        • Deployment Options
      • 5.11 Chapter Summary
      • 5.12 Chapter Foot Notes
  • Part III: Production & Development
    • 6 Client-side Tutorial
      • 6.1 Testing Your Browser
      • 6.2 WebSocket Protocol Handshake
        • WebSocket API
      • 6.3 Sample WebSocket Source Code
        • WebSocket Mechanisms page
        • WebSocket JavaScript
      • 6.4 Security Concerns
        • MMoG Protection
        • Use of <iframe>
      • 6.5 One Last thing
        • Smart (thick) vs. Dumb (thin)
      • 6.6 Chapter Summary
      • 6.7 Chapter Foot Notes
    • 7 Server-side Tutorial
      • 7.1 Building a Socket Server
        • Server Requirement Considerations
        • Deeper Dive: Measure Network Latency
        • Server Pages
          • Review Index.php Content
      • 7.2 Where’s Phaser???
      • 7.3 Extending Our Operations
        • CMS — Server-side Frameworks
        • Index Page (Non-Traditional Method)
      • 7.4 CodeIgniter / Phaser Integrated CMS
        • High Score Services
        • Membership Login
      • 7.5 Chapter Summary
    • 8 MMoG App Engine APIs
      • 8.1 Building a MMoG App APIs
        • Game Turn Orders
        • C2S GTOs Samples
        • Client-side Proxy Server
        • Game Turn Responses
        • S2C GTRs Samples
      • 8.2 Using Horizontal Micro-services
      • 8.3 Modeling from Others MMoG Contributors
      • 8.4 Chapter Summary
      • 8.5 Chapter References
  • Walk-through Tutorials & Gaming Rules
    • 9 Walk-through Tutorial: Blood Pit II™ (multi-player)
    • 10 Walk-through Tutorial: SCA Virtual Trainer™
      • 10.1 “Rock, Paper, Scissors game engine
      • 10.2 Bots?
      • 10.3 Simple 2-Player Remote Games
    • 11 Walk-through Tutorial: Rulers of Renown™
      • 11.1 Review MMoG Management Objects
        • Code Sample
    • 12 Walk-through Tutorial: War Lord Tourney™
  • Appendix
    •  
      • JSWiki
      • JS OOP Comparisons

The Leanpub 45-day 100% Happiness Guarantee

Within 45 days of purchase you can get a 100% refund on any Leanpub purchase, in two clicks.

See full terms...

Write and Publish on Leanpub

Authors, publishers and universities use Leanpub to publish amazing in-progress and completed books and courses, just like this one. You can use Leanpub to write, publish and sell your book or course as well! Leanpub is a powerful platform for serious authors, combining a simple, elegant writing and publishing workflow with a store focused on selling in-progress ebooks. Leanpub is a magical typewriter for authors: just write in plain text, and to publish your ebook, just click a button. It really is that easy.

Learn more about writing on Leanpub