Phaser Multiplayer Gaming Systems
Phaser Multiplayer Gaming Systems (The Book (only))
$6.32
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$85.14
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Phaser Multiplayer Gaming Systems

This book is 50% complete

Last updated on 2019-01-20

About the Book

This fourth edition includes game design chapters using the Phaser JavaScript Game Framework v2.6.2, CE, v3.x.x, and other Gaming Frameworks for the front-end development. 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. It uses the popular gaming frameworks on the client-side browser interfacing into a unique server-side application using WebSockets. It is the only book of its kind to date (January 2017)!

  • Part I leads you through 4 chapters on the world of networks, business consideration, MMoG analysis and setting up a workshop.
  • Part II Guides you in Multi-player Online Game architecture compared to normal single player games. Lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development.  .
  • Part III is 3 chapters on production and development for the client-side, server-side, and MMoG app. This content is what your Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! 
  • Part IV featured the Rulers of Renown Gaming Rules, Logic and System™. The Emancipation Wars is a Strategic turn-based, multi-player Fantasy Role-Playing Game of high adventure and legendary deeds. Builds 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 4 MMoG games 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

  • English

  • PDF

  • EPUB

  • MOBI

  • APP

$6.32
Minimum price
$85.14
Suggested price
Book 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)

  • English

  • PDF

  • EPUB

  • MOBI

  • APP

$12.95
Minimum price
$85.14
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
        • 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 Network Relationships
      • 3.3 Network Concerns
      • 3.4 Data Network Protocols Overview
        • Layer 4 UDP vs. TCP
        • The Way We Were . . .
        • New Kid on the Block
      • 3.5 Chapter Summary
      • 3.6 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
      • 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 Single-Player games Review
      • 5.2 Differences in MMoG Games?
        • Player Interactions
        • Technology Architecture
        • Live testing of MMoGs!
      • 5.3 Technical Aspects
        • Write source code differently: how vs what
        • Deployment Concerns
        • Data structures
        • Learn from the Best — UnReal Engine
        • Learn from the Best — IBM Microservices
        • Additional Information
      • 5.4 New Tricks
        • Skipping Rope!
          • Fixed Time Intervals
          • 3-legged Race
          • Interpolation Prediction
          • Fixed Updates Flexible Render
        • Availability
      • 5.5 PBM³ Technology
      • 5.6 Too Hot, Too Cold, Just right! … where & what
        • Deployment Options
      • 5.7 Chapter Summary
      • 5.8 Chapter Foot Notes
  • Part III: Production & Development
    • 6 Client-side Tutorial
      • 6.1 Testing Your Browser
      • 6.2 WebSocket Protocol Handshake
      • 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
        • Server Pages
          • Review Index.php Content
          • Review demo/server.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
        • Administration APIs
          • Account Management
          • Authentication
          • User Characters
          • Game Content
          • Matchmaking
            • Authorization
            • Player Joins
            • Player Leaves
            • Start the Game
            • Player Info & GDPR!
          • Player Management
          • Player Inventory Management
          • Admin & Scheduling
        • Entity
          • Account Management Updates
          • Authentication
          • File Storage
          • Groups & Teams
          • Things & Objects
        • Others Contributors
      • 8.2 New Cloud & Block-Chain integration
      • 8.3 Learning from others
      • 8.4 Chapter Summary
      • 8.5 Chapter References
    • 9 MMoG Data Storage
      • 9.1 Selecting & Build a Database
  • Part III - Next Step … Distribution!
    • 10 Distribution Preparation
      • 10.1 Development vs. Production
      • 10.2 Create A Game Pipeline
      • 10.3 Preparing for Mobile Deployment
      • 10.4 Chapter References:
    • 11 Marketing Channels Deployment
      • 11.1 Channel Selection
        • Targeting Markets with the “Tower of Babel”
      • 11.2 Channel Preparations
      • 11.3 Chapter Reference
  • Bonus Content: Gaming Systems & Rules
    • 12 Bonus: Rulers of Renown™ Game System
      • 12.1 Review MMoG Management Objects
        • Code Sample
      • 12.2 Building 3 to 8 player games
        • Rulers of Renown Gaming System™
        • Game Administration
        • Player Administration
        • Affiliate Administration
        • Software Administration
      • 12.3 The Story thus far -
      • 12.4 To Start
      • 12.5 The Enemy
      • 12.6 The Game Objective
      • 12.7 The Region
      • 12.8 The Races
      • 12.9 The War Lords
      • 12.10 The Armies
      • 12.11 The Mercenary Companies
      • 12.12 The Heroes
      • 12.13 Using Renown Points
      • 12.14 The Spells
      • 12.15 How to Issue Orders (online, Play by Mail and eMail games)
      • 12.16 The Play Sequence
      • 12.17 The Waging of War
      • 12.18 The Battle Field
      • 12.19 The RRTE Main Menu
        • 1) Warlord#1 2) Warlord#2 3) Warlord#3
        • C)amp
        • G) Game Status
        • V) View Enemy
        • Q) Quit to BBS
      • 12.20 The Warlord Menu
        • R) Recruit
        • Attack
        • M) Move W) Withdraw
        • V) View Enemy
        • F) Forces
        • Inspect Heroes
      • 12.21 Travel Game Tiles:
    • 13 Bonus: War Lord Tourney™ Game System
      • 13.1 Simple 2-Player Remote Games
        • War Lord Tourney™ — quazi-chess game.
      • 13.2 Game Objectives:
      • 13.3 Units:
      • 13.4 Movement:
      • 13.5 Capture:
        • Procedures:
      • 13.6 Prisoners:
      • 13.7 Stacking limitation and Battle examples:
      • 13.8 Movement Sequence:
      • 13.9 To Win:
      • 13.10 Special Situations:
      • 13.11 Optional Rules:
      • 13.12 Game Board and Icons — Travel Game edition:
    • 14 Bonus: Legends of Renown Deeds™ System
    • 15 Legends of Renowned Deeds™ (LoRD)
      • 15.1 Introduction
      • 15.2 Your Account
        • Registration process: Who, What, Where, Why, and How
        • Updating your account information
        • Dedication points
        • Purchased points
        • Account Balance
        • Adding new Characters
      • 15.3 Your Characters
        • Character Generation
          • To generate a character:
          • Natural abilities and skills
          • Ballistic Combat skill:
          • Gender
        • Fantasy Races
        • Fighting Styles
        • Starting equipment
        • Character Advancement
        • Gaining Experience:
        • Increasing Combat Skills:
        • Increasing Characteristic Abilities:
      • 15.4 The Game
        • The Game objective
        • The Environment
          • The Hamlet Manor
          • The Town of LakeShore
          • The Ruins of Able-Wyvern
          • Forest of the Wyvern
          • Province of LakeShore
        • Game Turn Sequence
          • In exploration turns,
          • In Combat Turns,
          • Attacks: (Combat Turns Only)
          • Weapons and Ballistic Skill Ranges:
          • To Strike or Parry Successfully:
          • Determine Attack Outcomes.
          • Rolling for Damage:
          • Armor and Shield Protection:
          • Disengaging from an Opponent:
        • Advanced Games
      • 15.5 Game Turn Orders
        • What are they?
        • Administrative GTOs
        • GTOs for Ruins* Comprehensive version only.
        • Permanent GTOs
        • Temporary GTOs
      • 15.6 Game Questions and support
        • Technical support by PBM³
        • Play by Mail, Email or Modem
        • How often do I send? How Long can I play?
    • 16 Bonus: SCA Virtual Trainer System™
      • 16.1 Bots?
      • 16.2 Simple 2-Player Remote Games
        • Rock, Paper, Scissors game engine
  • Appendix: Game Design Considerations
    • Target Audience Considerations
  • Appendix: Game Design Overview
  • Appendix: Game Resources and References
    •  
      • Other Reference Books
      • Game Business Development & References:
      • Capturing Your Ideas
    • Artwork Research
      • Online Tools
      • Prefabricated Art
      • Where to recruit artists?
      • Audio, Graphics, Sounds and Music
    • Further Reading
      • Capturing Your Ideas
      • Game Business Development & References:
    • Game Components
      • Maze samples
      • Labyrinth Algorithm References
      • JavaScript & HTML
      • Microsoft Office Excel Maze
      • Storage
      • Structured Data
      • Wolfenstein source code
    • Game Construction Tools
      • AutoRealm
      • Booty5 Game Engine and Editor
      • CodeIgniter & Phaser Integrated CMS
      • Deadly Alien Map Editor (DAME)
      • Mappy Application
      • Tile Application
    • Game Design References:
    • Game Programming References:
      • Copyright Resources
      • CSS
      • Development Tools
      • DNS prefetching
      • HTML5
      • JavaScript
      • Ludology
      • Tutorials
    • Marketing Ad Resources Appendix
    • Mobile Distribution Channels (comprehensive)
    • Game Publishers (comprehensive listing)
    • Web site reference:
  • How to create an HTML5 web page
    •  
      • References:
      • Workstation Preparations #1
  • Networking Appendix
    • Sources and Further Reading
    • Other Reference Books
    • Common Data Network Tools
      • ipconfig (ifconfig)
      • net
      • netstat
      • nslookup
      • ping (Packet Internet Groper)
      • pingtest.net
      • route
      • speedtest.net
      • tracert
      • Wireshark
      • Robtex Research (old school method)
      • NetBrain (new school real-time dynamic network maps)
    • Development Tools
      • DNS prefetching
    • Storage
      • Structured Data
  • Appendix — Security
    •  
      • References
      • Examples to Follow
      • Europe’s GDPR
      • What is the GDPR all about?
      • Personal data and individual rights
      • Data protection responsibilities under the GDPR
      • Wordpress Privacy Policy Guide
        • Introduction
        • Who we are
        • What personal data we collect and why we collect it
        • Comments
        • Media
        • Contact forms
        • Cookies
        • Embedded content from other websites
        • Analytics
        • Who we share your data with
        • How long we retain your data
        • What rights you have over your data
        • Where we send your data
        • Your contact information
        • Additional information
        • How we protect your data
        • What data breach procedures we have in place
        • What third parties we receive data from
        • What automated decision making and/or profiling we do with user data
        • Industry regulatory disclosure requirements
  • Appendix: US Business Startups
    • Starting a US Business
      • Initial Funding
    • Appendix: Coding Styles
      • Encoding Styles Of Mice & Men
      • How does classical OOP work?
      • How does OOP work in JavaScript?
      • JavaScript Coding Styles Examples:
        • Function Constructor
        • Function or Prototype combinations
        • Literal constructor
        • Object constructor
        • Object constructor Array syntax
        • Prototype
        • Singleton
      • Phaser Coding Style debated
      • References:
  • Appendix: Project Management
    •  
      • Prototyping
      • Incremental
      • Spiral
      • RAD (Rapid Application Development)
      • Test Driven Development
        • Expected Benefits
        • Common Pitfalls
        • Typical team pitfalls include:
        • Signs of Use
        • Skill Levels
        • Further Reading on Test Driven Development
      • Appendix Foot Notes:
  • Notes

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