Distribution Permission
- Supporting websites
Disclosures
Disclaimer
About this Workbook
- Links and References
- Workbook Content
- How to Read & Use this workbook:
- Viewing this eBook:
- Who should use this workbook?
Your newly obtained skills…
Game Design System™
- Game Studio - Book Series
- Game Studio - Online Courses
- “Making Browser Games” - Books Series
- “Making Browser Games” Series - online Courses
- Programming Courses
- “Walk-Thru Tutorial” Series - Online Courses
- References Used
- IMaking RPG HTML5 Games
1Workstation Setup
- 1.1Web Server Required - Batteries not included!
- 1.2Standardized File Structures
- 1.3Specific Back-end Editors Review
- RPG CaaS “Back-end” File Structure
- Traditional “Front-end SWPA” File Structure
- 1.4Barebones “Front-end” Set-up
2Game Design Overview
- Approaching Game Development
- Focusing Your Game
- 2.1Introduction: “Headless HTML5 Game Design”
- 2.2Why Should I Design “Headless Games”?
- 2.3Deeper Dive: CaaS
- What is a Content-as-a-Service (CaaS)?
- 2.4Game Genre Defined
- GG Interactive — Game Design Course
- 2.5Role-Playing Genre Defined
- Who Plays What?
- What is your favorite game genre?
- Role-Playing Genre Background
- Historical background
- 2.6Game Components & Design Considerations
- 2.7Avatar Creation
- 2.8Other Components
- 2.9Game Tools & Generators
- Typical “Front-end” Tools
- For “Front-end” Game Design:
- Typical “Back-end” Tools
3Design Considerations
- 3.1“Game Design” Reviewed
- 3.2Project Considerations
- 3.3Select a Data Storage
- Per-user storage
- Database structure
- Deeper Dive: Database Protection Considerations
- 3.4Selecting a Middleware Framework
- Why Use Middleware?
- Why is middleware important to cloud computing?
- How does Middleware work?
- Making Multi-Player Online Games
- Middleware Selection Criteria
- “Why are you using two different systems?”
- Middleware Conclusion
- 3.5Select a Content Delivery Network (CDN)
- 3.6Game Mechanics (GM) — Logic & Rules
- Combat Narrative pg 265-267 from Phaser Game Prototyping.
- 3.7Game Mechanics (GM) - Data Structure
- 3.8Consideration Summary
- 3.9Modeling your RPG
- Excerpts from Phaser Game Design Workbook
- Deconstruction
- Game Recipe™ Summarized:
- Development:
- Design:
4Starting the RPG Projects
- 4.1Project(s) “Overview”
- 4.2Installation Instructions
- IIPart II: Making “Role-Playing CaaS” Games
5Step 1: “Access Doorways”
- 5.1Two “Front-end” Access Points
- 5.2Deeper Dive: Debugging PHP Source Code
- 5.3Log-ons, Registrations, and ACLs
- Deeper Dive: Cross-site Request Forgery (csrf)
- 5.4RPG CaaS API Contracts
- Choose an API Paradigm
- 5.5The “Back-end” (CaaS) Access
- The Work Flow
- 5.6Step #1: Database Construction
6Step 2: Creating Our Back-end Editors
- 6.1Admin Content Editors (ACE)
- Step #0 Knowledge Upload
- Step #1 Creating our “View” Template
- Step #2 Creating our “Controller” Template
- Adventures & Quests Editors
- IIIPart III: Making the “Front-end” CMS!
7Game Recipe™
- 7.1Front-end Overview
- 7.2Step 0: Review your competition and their games
- Game Examples
- 7.3Step 1: Create Your “front-door”!
- 7.4Step 2: Create Your Standard “Game Shell” Phases.
- Critical Rendering Path
- Network Impact
- Gamer’s Local Activity
- D.R.Y. Speed Limit - 5 GPH (Games Per Hour)!
- 7.5Select a “Front-end” JS Format
- ES5 Format
- ES6+ Format as “FAT Arrow” Function
- ES6+ Format as “Phaser.Class”
- ES6+ Format as “Phaser.Scene”
- 7.6Step 3: Create your RPG Core Mechanics
- RPG Story “Chapter 1 of 3”
- Demo.js — Stage 1 Development
- Reminder: Front-End using CaaS
- 7.7Traditional Phaser Front-End
- Deeper Dive: Callbacks & Events
- “Callbacks and Events”
- 7.8Play.js — Stage 2 Overview
- Excerpt Phaser III Game Prototyping 6th Edition
- References from Mozilla Developers:
- Environment Maps
- Deeper Dive: Hexagonal Grids
- Red Blob games
- Separation of Concerns (SoC)
- Rogue Prince Starting Position
- 7.9HUD Panels as Scenes
- The Game Settings & Options HUD
- “Rogue Prince” HUD Panel
- Settlements HUD Panel
- “Non-Player Character” (NPC) Garrison HUD Panel
- Quest & Adventure Records
- Privileged Access to Bonus Content
- Conflict Resolution System
- 7.10Selling RPG Comics
- 7.11Quest Editors
- Game Development Tools & Generators
- 7.123D & 1st person games
- Deeper Dive: gITF™ Asset Generations
- 7.13Conclusion
- IVWhat’s next?
8Bonus Development Content
- 8.1Game Distribution & Marketing
- “How to publish a game on the web??”
- Introduction: 8-Step Deployment Method.
- Shareably (SBLY) looking to rent your Phaser games
- 8.2Book Review Protocol
- 8.3Tell the world about your game!
- Appendix
More Resources
- JavaScript Garden
- Additional Appendices
- Other resources:
- Selling your Game Assets
Appendix: Online Game Development
Appendix: Making WebXR Games!
Appendix: Phaser III Plugins
Appendix: “How to Start a WebSocket”
- Testing Your Browser
- Test sites:
- WebSocket Protocol Handshake
- Deeper Dive: WebSocket API
- Sample Source Code: Client-side WebSocket
- Step #1: Game
indexpage - Step #2: Generate Event handlers
- Appendix 2 — Back-end Systems
- Game Services (Back-end)
- Server-side Frameworks — the CMS
- Production release version.
- CodeIgniter & Phaser as an Integrated CMS
- Learn CodeIgniter v3.x (CI3) a Step-at-a-Time
- Recipe for a “CodeIgniter v3.x (CI3) CMS”
- Creating a CodeIgniter (CI3) CMS
- Deeper Dive: Authentication Systems using
"Ion Auth"with CI3 - Deeper Dive: Building a Fat-Free Framework (F3) for CI3
- Fat-Free Framework Tutorials