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Making "Maze & Adventure" Browser Games

Creating "Interactive Fiction & Labyrinths" Game Mechanics for Phaser.js Gaming Frameworks v3.16+ & v2.x.x

This is a single chapter from the Phaser Game Starter Kit Collection. This chapter leads you through "Adventure Story Plots" and "Dynamic Maze Generation" game development. This tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.

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About

About

About the Book

Discover how to create online "Dynamic Labyrinths" games" with "Interactive Fiction Adventure Stories" using the methods from this single chapter of the Phaser Game Starter Kit Collection. When you finish this chapter, you will have a production pipeline ready to create as many different "Adventure" games as your imagination can dream of!

You'll also get bonus content, download examples, game variations, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any examples into your own productions and then modify those resources for your own purposes. General Game Licenses are included in the purchased book.

I would like to guide you in creating several types of "Interactive Fiction Adventure" game mechanics. We will use the game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have a fully functional "Adventure Quest Story and Maze" game - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.  

This extraordinarily comprehensive guide will teach you how to: 

- Use the Phaser JS Gaming Framework either v2.x.x or v3.16+.

- How to integrate "Hidden Object" game mechanics into other game genres such as Detective adventure and spy stories!

- Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.

- Analyze current business demand for this game's genre, how and where to deploy it.

- Automatically generate various game board features.

If you have any feedback or suggestions please join our email listing or participate in the forum for this course!

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Author

About the Author

Stephen Gose

Avatar is an adorable cartoon sketch of my wife. My 48th anniversary is this coming Sept 1, 2026!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly related work for the Internet backbones in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland, and an M.B.A. in International Management from Liberty University.

He is currently pursuing his Th.D. He has been a licensed minister since 1972 and a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983. 

In his spare time(?), Steve enjoys creating online casual games, software engineering, and managing his online gaming businesses. 

My driving theme: "Always stay humble and kind"

His website is: https://www.Stephen-Gose.com/

His game showcase is: http://www.renown-games.com

His theology website: http://kingdomofgodprinciples.com/

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

Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/

Contents

Table of Contents

Distribution Permission

  1. Supporting website

Disclosures

Disclaimer

About this Workbook

  1. Links and References
  2. Workbook Content
  3. How to Read & Use this workbook:
  4. Viewing this eBook:
  5. Who should use this workbook?

Your newly obtained skills …

Game Design Resources

  1. Game Studio - Book Series
  2. Game Studio - Online Courses
  3. “Making Browser Games” - Books Series
  4. “Making Browser Games” Series - online Courses
  5. Programming Courses
  6. “Walk-Thru Tutorial” Series - Online Courses
  7. IMaking an HTML5 Games

1Introduction to Game Design

  1. Approaching Game Development
  2. Focusing Your Game
  3. 1.1Game Genre Defined
  4. GG Interactive — Game Design Course
  5. 1.2Game Tools & Generators
  6. 1.3References From

2Standard Project Setup

  1. 2.1Barebones Set-up
  2. 2.2Standardized File Structure
  3. 2.3Web Server Required - Batteries not included!

3Starting a Game Project

  1. 3.1Step 0: Review your competition and their games
  2. Game Examples
  3. 3.2Step 1: Create your “front-door”
  4. 3.3Step 2. Create your “Game Shell” & Phases
  5. Critical Rendering Path
  6. Network Impact
  7. Gamer’s Local Activity
  8. D.R.Y. Speed Limit - 5 GPH (Games Per Hour)!
  9. 3.4Select a JS Format
  10. ES5 Format
  11. ES6+ Format as “FAT Arrow” Function
  12. ES6+ Format as “Phaser.Class”
  13. Introducing the “Stamp Specification”
  14. ES6+ Format as “Phaser.Scene”
  15. IIPart II: Making “Adventure” Online Games

4Adventure — Core Game Construction

  1. 4.1Game Project Overview
  2. 4.2Our Goal
  3. 4.3Adventure Genre Description
  4. Historical background
  5. 4.4Game Mechanics (GM) - Logic & Rules
  6. “13 Rogue likeness Factors”
  7. 4.5Game Mechanics (GM) - Data Structure
  8. 4.6Game Recipe™ Featured Ingredients

5Design Considerations

  1. 5.1Story Plot Generation
  2. 5.2Story Generation Tools
  3. 5.3Tile-Maps are Dead! Long live … Say what?
  4. The Answer comes from Web Design Engineers:
  5. 5.4Separation of Concerns (SoC)
  6. Why should I care? … put a “SoC” in it!

6Labyrinth Generation Methods

  1. 6.1Fixed Generation (2D Frutti)
  2. To infinity and beyond …
  3. Arrayed pros and cons
  4. Linked pros and cons
  5. 6.2Fixed-Grid & Dynamic Rooms (2D Frutti with sprinkles)
  6. 6.3Pure Linear Labyrinths
  7. Eller’s Algorithm
  8. Rules for Creating the Perfect Maze
  9. Depth-First Search (DFS)
  10. 6.4Open-path Worlds

7Adventures & Mazes Core Functions

  1. 7.1Step 3: Create “Play.js”
  2. 7.2Step 4: Create Supporting functions.
  3. 7.3Conclusion

8Phaser v3.16+ Code Review

  1. 8.1MainJS - p3_2DRooms-mainJS.pdf
  2. 8.2DemoJS - p3_2DRoomsDemoJS.pdf
  3. Lines 61 to 292
  4. Lines 293 to 298
  5. Lines 301 to 315
  6. Lines 318 to 376
  7. Lines 379 to 431

9Phaser v2.x.x Code Review

  1. 9.1MainJS - v2_phaser2DRoomsJS.pdf
  2. 9.2DemoJS - v2_phaser2DRoomsDemoJS.pdf
  3. Lines 212 to 294
  4. Lines 294 to 306
  5. Lines 305 to 350

10The CMS Game Shell!

  1. 10.1Generic Main.js
  2. 10.2Generic Boot.js
  3. 10.3Generic Preload.js
  4. 10.4Generic Splash.js or Language.js
  5. 10.5Generic Menu.js
  6. Sample CMS page — Credits.js
  7. Deeper Dive: Using JAMStack as an SSG …
  8. Visit JAMStack http://jamstack.org
  9. Deeper Dive: Static Site Generators (SSG)
  10. 10.6Inside each Game Phase

11Plug-in Enhancements

12Conclusion

13Bonus Development Content

  1. 13.1Selling Adventure Comics
  2. 13.2Procedural Content Generation (PCG)
  3. Chapter Source Code Summary
  4. PCG Wiki
  5. IIIWhat’s next?
  6. 13.3Game Distribution & Marketing
  7. “How to publish a game on the web??”
  8. Introduction: 8-Step Deployment Method.
  9. Shareably (SBLY) looking to rent your Phaser games
  10. 13.4Book Review Protocol
  11. 13.5Tell the world about your game!
  12. Appendix

More Resources

  1. JavaScript Garden
  2. Additional Appendices
  3. Other resources:
  4. Selling your Game Assets

Appendix: Online Game Development

Appendix: Making WebXR Games!

Appendix: Phaser III Plugins

Appendix: “How to Start a WebSocket”

  1. Testing Your Browser
  2. Test sites:
  3. WebSocket Protocol Handshake
  4. Deeper Dive: WebSocket API
  5. Sample Source Code: Client-side WebSocket
  6. Step #1: Game index page
  7. Step #2: Generate Event handlers

Appendix: Ruins of Able-Wyvern™:

  1. Source Code is here (online)
  2. Online Live Demonstrations:
  3. Appendix: OLOO - Safe JavaScript
  4. JS Objects: “TL;DR”
  5. 15.2.2 Inside the body of a class definition
  6. Deeper Dive: JS Delegation (aka “Inheritance”?)
  7. The old way
  8. “Object-Oriented JavaScript Pattern Comparison”
  9. ECMA-262 7th Edition / June 2016
  10. Objects Linking to Other Objects (OLOO)
  11. Compare your code
  12. Object.create
  13. Exercise Lesson 9:
  14. Exercise 1
  15. Game Singletons
  16. Deeper Dive: Object Manipulation objects in ES5/6
  17. Lesson Summary
  18. Resource References:

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