Distribution Permission
- Supporting website
Forwards
Disclosures
Disclaimer
About this Workbook
- Viewing this e-Book
- Links and References
- Who should use this workbook?
- Workbook Content
Your newly obtained skills…
Game Design System™
- Online Courses & Resources
- Business & Product Management Courses
- “Making Browser Games” - Course Series
- Game Programming Course
- “Walk-Thru Tutorial Series” - Course Series
- Game Recipes™ & Instruction guides
Our References:
- IProduct Process Umbrella
1Capturing Your Ideas
- 1.1Your Product Development Road-map
2Building a Game Studio
- Phaser Community Survey — the fate hangs in the balance!
- 2.1Set-up a Workstation Environment
- Deeper Dive: Testing MMoGs Locally
- 2.2Development Tools
- 2.2.1Text Editor
- 2.2.2IntelXDK (deprecated)
- 2.3Project File Structure
- 2.3.1My Project Recommendations
- 2.4Barebones Set-up
- 2.5Summary
- IIPart I - Concept
3Business Considerations
- 3.1Chapter One Self-Evaluation Quiz
- 3.2Grade Your Readiness
- 3.3Formal Business Launch Required?
- 3.4Common Marketing Sense
- 3.4.1Generating a Profit
- Snap Chat methods
- 3.4.2In-Game Purchases
- GGInteractive — Game Design Course
- 3.4.3Similar Games? - Sniffing out your Competitors
- 3.4.4Exceeding the Competition
- 3.4.5Setting Your Game Apart
- 3.5Target Audience Considerations
- 3.5.1Game Target Audience (aka Marketing Plan)
- 3.5.2The Gamers (who is your Target Audience?)
- 3.5.3Targeting International with “Tower of Babel”
- Internationalization (from Phaser Game Design Workbook 3rd Edition)
- 3.5.4New Dog, Old Tricks?
- Moving Forward
- 3.6Copyrights & EULA
- 3.7Summary
- 3.8Chapter References:
4Concepts
- 4.1Game Business Logic
- 4.1.1The Art of Game Design
- What is Game Design System™?
- 4.1.2What makes a Great Game by Tony Paton
- 4.1.3Concept Phase
- 4.2Technology & Tools Selection
- Concerns using Browserify with Phaser
- 4.3Game Themes & Genres Selection
- 4.3.1Deeper Dive: Game Genres
- 4.4Game Ideas & Mechanics Selection
- 4.5Game Project Preparations
- 4.5.1What makes a Good Game?
- 4.6Preparing a “Game Recipe™”
- 4.6.1What are you making?
- 4.6.2What technology will you use?
- Sample Game:
- 4.7Artwork Research
- 4.7.1Final Word on Artwork
- 4.7.2Assets Listing
- 4.8Game Design Document (GDD)
- 4.8.1Introducing Your Concept
- “Elevator Speech”: Mozart Music Match
- Game Description:
- Keywords:
- Suggested Deployment Categories:
- 4.9Summary
- 4.10Chapter FootNotes:
5Game Mode
- 5.1Perspectives and Viewpoints
- 5.1.1Deeper Dive: Game Modes
- 5.2Single Player
- 5.3Massive Multi-player Online Games (MMOG):
- 5.3.1Open Source MMO - Nodejs & WebSockets
- 5.4Mixing & Matching
- 5.5Summary
- 5.6Chapter Footnotes:
6Game Mechanics Systems
- 6.1Game-Play Overview
- 6.2Game Mechanics (GM) Overview
- 6.3Game-Play vs Game Mechanics vs Game Mechanism
- “Elevator Speech”: Mozart Music Match
- Game Description:
- Keywords:
- Suggested Deployment Categories:
- 6.4Review Schell’s “Game Mechanics”
- 6.4.1Game Mechanics: “Actions”
- 6.4.2Game Mechanics as: Attributes, Objects, & States
- 6.4.3Deeper Dive: Game Phases Revisited
- Apple’s
GameplayKit - 6.4.4Deeper Dive:
StateManager - 6.4.5Deeper Dive: Object Manipulation in ES6 …
- 6.4.6Game Mechanics: “Chance”
- 6.4.7Game Mechanics: Rules
- 6.4.8Deeper Dive: Game Design System™ “Rules”
- 6.4.9Deeper Dive: Game Design System™ Rule Categories
- 6.4.10Game Mechanics: “Skills”
- 6.4.11Game Mechanics: “Space”
- 6.5Game Design System™
- 6.5.1The Game Design System™ — 3 pillars
- What are Game Engines?
- 6.5.2How it works
- 6.6Phaser API Relationship to Game Mechanics (GM)
- 6.6.1Deeper Dive: Input Manager Event Horizon
- Quote Phaser Newsletter #118
- 6.7Other Game Mechanics Categories
- 6.7.1Game Flow
- 6.8Technical Design Document
- 6.9Summary
7Introduction to “Headless” Game Design
- 7.1What is a “Headless” design?
- 7.2Applying “Headless” to “Traditional” Game Design
- IIIPart II - Design
8Front-end or “Full-stack” Architecture
- 8.1Game’s Front-Door
- 8.1.1Game SEO
- 8.1.2Achieving Blazing Speed
- 8.1.3Creating a Mobile Index Page
- 8.1.4Creating Your Index Page (Traditional Method)
- 8.1.5Index Page
- 8.1.6What is a Namespace?
- 8.1.7Game Flow & Management
- 8.2Game Phases & Menus as Modules
- 8.2.1Deeper Dive: “Modern JavaScript Modules”
- You Don’t Know JS (Quote)
- 8.2.2Initialize State
- 8.2.3Boot / Preload state(s)
- 8.2.4Games on the local device (ES6 Example Files)
- 8.3Skeleton State file
- 8.3.1Splash
- 8.3.2Main Menu
- 8.3.3Play
- 8.3.4Game Over - Win or Lose?
- 8.3.5Ads & In-game Purchases
- Why I Stopped Including In-App Purchases To Remove Ads
- 8.3.6Other Supporting Menus
- 8.3.7Game License
- 8.3.8Managing Game Upgrades
- 8.4Summary
- 8.5Chapter Footnotes
9Drafting a Game Mock-up
- 9.1Creating Prototype Mechanisms — 4-Step method
- 9.1.1What features are included?
- Deconstruction
- 9.1.2What features are mandatory?
- 9.1.3How will you encode it?
- 9.1.4Design Architecture: Top Down
- 9.1.5Design Architecture: Object-Oriented (OOAD)
- 9.1.6Design Architecture: OLOO
- 9.1.7Design Architecture: “Bottom-up”
- 9.1.8Alternate Design Options
- 9.1.9Bottom-Up vs. “Oh! Oh!” vs. “OLOO” vs. Top-Down
- 9.1.10What’s your timeline?
- 9.1.11Are you ready?
- “ACTUALLY START MAKING THE DAMN GAME”
- 9.2Game Recipe™ Summarized:
- 9.2.1Development:
- 9.2.2Design:
- 9.2.3Encoding:
- IVPart III: Production
- VPart IV - Distribution
10Game Distribution
- “How to publish a game on the web??”
- 10.1Introduction: 8-Step Deployment Method.
- 10.2Distribution Preparation
- Distribution in a “nut shell”
- 10.2.1Development vs. Production
- 10.3Create A Game Pipeline
- 10.4Preparing for WebXR Deployment
- Does mobile gaming still need publishers?
11Marketing Channels
- 11.1Channel Selection
- 11.2What do I need?
- 11.2.1Advertising
- Quoted from Pocket Gamer.biz JAN 2020
- 11.2.2Deeper Dive: “Playable” Ads
- 11.2.3Partnerships & Sponsors
- 11.2.4Retail
- 11.2.5Billing
- 11.2.6Data
- 11.2.7Player Interactions
- 11.2.8Paraphernalia Merchandising
- 11.3Chapter Reference
- VIPart V: “IoT” Front-ends!
12Full-Stack vs Headless
- 12.1Front-End Systems
- 12.2Back-End Systems - Content-as-a-Service
13Traditional “Full-stack” CMS
- 13.0.1CodeIgniter CMS “Step-by-Step”
- 13.0.2Game Shell (the “Click Dummy”)
14What’s next?
- 14.1Book Review Protocol
- 14.2Tell 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: Project Mgmt Methods
- Prototyping
- Basic Principles
- Strengths:
- Weaknesses:
- Situations where most appropriate:
- Situations where least appropriate:
- Incremental
- Basic Principles:
- Strengths:
- Weaknesses:
- Situations where most appropriate:
- Situations where least appropriate:
- Spiral
- Basic Principles:
- Strengths:
- Weaknesses:
- Situations where most appropriate:
- Situations where least appropriate:
- Rapid Application Development (RAD)
- Basic Principles:**
- Strengths:
- Weaknesses:
- Situations where most appropriate:
- Situations where least appropriate:
- Test-Driven Development
- Basic Principles:
- Expected Benefits
- Common Pitfalls
- Typical team pitfalls include:
- Signs of Use
- Skill Levels
- Further Reading on Test Driven Development
- Game Project Management Foot Notes: