Stephen Gose
Published: 2020-09
Total Pages: 403
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This workbook is the 6th edition - a hands-on tutorial guide for Game Prototype creations using Micro-services and component object programming with an emphasis on Phaser v2.x.x, CE, v3.16+ and any JavaScript Gaming Frameworks. Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) JavaScript Game Frameworks. Master the important skills and techniques you need for Phaser using 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.Part I demonstrates basic game mechanisms and components from the Phaser JS Game Framework using the OLOO paradigm. It starts by showing you how you to build game mechanisms in any Phaser version! By the end of Part I, you'll have a complete, fully-functional Game Prototype , reusable components, and the supporting tools to manage further game production. You'll have a game character's visual and its meta descriptions. Learn to control your avatar through either the keyboard, mouse, or touch-screen interfaces. Develop game environments, create game scene migrations and then learn how to use collision detection within a standard game loops. Build dynamic menu response system, and an interactive game world. Part II demonstrates how to connect all your new game prototypes and components into various game mechanics using the raw power of native JavaScript OLOO. What I show you, will open the pathway to building a game within a month or even 7-days! This is not hipe; I eat my own dog food and have pushed game prototypes out for final artwork within 7 days. You'll learn to make RPG maze games, code 6 different combat systems, develop heads-up displays (HUD) that are both internal to and outside of the Phaser canvas, apply 6 different artificial intelligence systems, create tiled-maps with the Phaser features, and other fast-paced actions that cover all the popular game perspective of 2D and 2.5D gaming. I'll reveal what I'm doing with Phaser 3D and WebXR games too. You'll discover how to develop games and multi-level isometric scenes using existing features in Phaser v3.13+. All these techniques -- and supporting source code -- are explained in an easy-to-understand manner for game designers to gain new skills or simply update your skills from Phaser v2.x.x.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 comments enhance the book's explanation. 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 template to scaffold further game projects;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;Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);Created and managed game state-phases;Managed permanent game assets across state-phases;Optimized your game for various mobile devices;Integrated 3rd-party scripts and services;Deploy single-player games.Web Sockets demystified for scalable massive online game deployments.