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Making RPG Browser Games

Constructing Role-Playing Game "Content-as-a-Service" (CaaS) for Phaser.js Gaming Frameworks v3.x.x and v2.x.x.

This expanded chapter, from Phaser Game Starter Kit Collection, leads you through "White Labeled" Role-Playing "Content-as-a-Service" - an innovative approach in "Headless HTML5 Game Design". It provides both front- & back-end encoding. These advanced topics of "full-stack" development is for anyone interested in RPG "trade-secrets" development.

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About the Book

Siloed RPG "trade-secrets" revealed! Discover how to create Role-Playing games using the methods from this expanded chapter from the Phaser Game Starter Kit Collection. When you finish this workbook, you will have a production pipeline ready to create as many different RPG "Content-as-a-Service" (CaaS) games as your imagination can dream up! This is the central tool in my game production studio! You'll also get bonus content, downloads, source code examples, game variations tweaks, and references on how to do every single thing within this 'White Label" game design workbook. You could copy and paste any examples into your own productions and then modify those resources for your own bespoke products. General Game Licenses are included for patron who purchased this workbook. I would like to guide you in creating several styles of RPG game mechanics as CaaS by using an innovative approach in Headless Game Design. We will use those game mechanics, front-end mechanisms, and the development methods discussed in Headless Game Design. By the end of this workbook, you should have a fully functional "RPG" 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 either the Phaser JS Gaming Framework either v2.x.x or v3.16+ as a "Front-end" populated with back-end CaaS resources. 
  • How to integrate "RPG" game mechanics from "Content-as-a-Service" (CaaS) back-end services quickly! 
  • Use your game as a "Progressive Web Application" or "Single Page Web Application" for any "Internet-of-Things" (IoT) device. 
  • How to create Licensed access for "Affiliated Business Networks" and fans to generate bespoke modules and game expansions. 
  • 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 websites

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 System™

  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. References Used
  8. IMaking RPG HTML5 Games

1Workstation Setup

  1. 1.1Web Server Required - Batteries not included!
  2. 1.2Standardized File Structures
  3. 1.3Specific Back-end Editors Review
  4. RPG CaaS “Back-end” File Structure
  5. Traditional “Front-end SWPA” File Structure
  6. 1.4Barebones “Front-end” Set-up

2Game Design Overview

  1. Approaching Game Development
  2. Focusing Your Game
  3. 2.1Introduction: “Headless HTML5 Game Design”
  4. 2.2Why Should I Design “Headless Games”?
  5. 2.3Deeper Dive: CaaS
  6. What is a Content-as-a-Service (CaaS)?
  7. 2.4Game Genre Defined
  8. GG Interactive — Game Design Course
  9. 2.5Role-Playing Genre Defined
  10. Who Plays What?
  11. What is your favorite game genre?
  12. Role-Playing Genre Background
  13. Historical background
  14. 2.6Game Components & Design Considerations
  15. 2.7Avatar Creation
  16. 2.8Other Components
  17. 2.9Game Tools & Generators
  18. Typical “Front-end” Tools
  19. For “Front-end” Game Design:
  20. Typical “Back-end” Tools

3Design Considerations

  1. 3.1“Game Design” Reviewed
  2. 3.2Project Considerations
  3. 3.3Select a Data Storage
  4. Per-user storage
  5. Database structure
  6. Deeper Dive: Database Protection Considerations
  7. 3.4Selecting a Middleware Framework
  8. Why Use Middleware?
  9. Why is middleware important to cloud computing?
  10. How does Middleware work?
  11. Making Multi-Player Online Games
  12. Middleware Selection Criteria
  13. “Why are you using two different systems?”
  14. Middleware Conclusion
  15. 3.5Select a Content Delivery Network (CDN)
  16. 3.6Game Mechanics (GM) — Logic & Rules
  17. Combat Narrative pg 265-267 from Phaser Game Prototyping.
  18. 3.7Game Mechanics (GM) - Data Structure
  19. 3.8Consideration Summary
  20. 3.9Modeling your RPG
  21. Excerpts from Phaser Game Design Workbook
  22. Deconstruction
  23. Game Recipe™ Summarized:
  24. Development:
  25. Design:

4Starting the RPG Projects

  1. 4.1Project(s) “Overview”
  2. 4.2Installation Instructions
  3. IIPart II: Making “Role-Playing CaaS” Games

5Step 1: “Access Doorways”

  1. 5.1Two “Front-end” Access Points
  2. 5.2Deeper Dive: Debugging PHP Source Code
  3. 5.3Log-ons, Registrations, and ACLs
  4. Deeper Dive: Cross-site Request Forgery (csrf)
  5. 5.4RPG CaaS API Contracts
  6. Choose an API Paradigm
  7. 5.5The “Back-end” (CaaS) Access
  8. The Work Flow
  9. 5.6Step #1: Database Construction

6Step 2: Creating Our Back-end Editors

  1. 6.1Admin Content Editors (ACE)
  2. Step #0 Knowledge Upload
  3. Step #1 Creating our “View” Template
  4. Step #2 Creating our “Controller” Template
  5. Adventures & Quests Editors
  6. IIIPart III: Making the “Front-end” CMS!

7Game Recipe™

  1. 7.1Front-end Overview
  2. 7.2Step 0: Review your competition and their games
  3. Game Examples
  4. 7.3Step 1: Create Your “front-door”!
  5. 7.4Step 2: Create Your Standard “Game Shell” Phases.
  6. Critical Rendering Path
  7. Network Impact
  8. Gamer’s Local Activity
  9. D.R.Y. Speed Limit - 5 GPH (Games Per Hour)!
  10. 7.5Select a “Front-end” JS Format
  11. ES5 Format
  12. ES6+ Format as “FAT Arrow” Function
  13. ES6+ Format as “Phaser.Class”
  14. ES6+ Format as “Phaser.Scene”
  15. 7.6Step 3: Create your RPG Core Mechanics
  16. RPG Story “Chapter 1 of 3”
  17. Demo.js — Stage 1 Development
  18. Reminder: Front-End using CaaS
  19. 7.7Traditional Phaser Front-End
  20. Deeper Dive: Callbacks & Events
  21. “Callbacks and Events”
  22. 7.8Play.js — Stage 2 Overview
  23. Excerpt Phaser III Game Prototyping 6th Edition
  24. References from Mozilla Developers:
  25. Environment Maps
  26. Deeper Dive: Hexagonal Grids
  27. Red Blob games
  28. Separation of Concerns (SoC)
  29. Rogue Prince Starting Position
  30. 7.9HUD Panels as Scenes
  31. The Game Settings & Options HUD
  32. “Rogue Prince” HUD Panel
  33. Settlements HUD Panel
  34. “Non-Player Character” (NPC) Garrison HUD Panel
  35. Quest & Adventure Records
  36. Privileged Access to Bonus Content
  37. Conflict Resolution System
  38. 7.10Selling RPG Comics
  39. 7.11Quest Editors
  40. Game Development Tools & Generators
  41. 7.123D & 1st person games
  42. Deeper Dive: gITF™ Asset Generations
  43. 7.13Conclusion
  44. IVWhat’s next?

8Bonus Development Content

  1. 8.1Game Distribution & Marketing
  2. “How to publish a game on the web??”
  3. Introduction: 8-Step Deployment Method.
  4. Shareably (SBLY) looking to rent your Phaser games
  5. 8.2Book Review Protocol
  6. 8.3Tell the world about your game!
  7. 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
  8. Appendix 2 — Back-end Systems
  9. Game Services (Back-end)
  10. Server-side Frameworks — the CMS
  11. Production release version.
  12. CodeIgniter & Phaser as an Integrated CMS
  13. Learn CodeIgniter v3.x (CI3) a Step-at-a-Time
  14. Recipe for a “CodeIgniter v3.x (CI3) CMS”
  15. Creating a CodeIgniter (CI3) CMS
  16. Deeper Dive: Authentication Systems using "Ion Auth" with CI3
  17. Deeper Dive: Building a Fat-Free Framework (F3) for CI3
  18. Fat-Free Framework Tutorials

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