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Making Multiplayer Online Games

A Game Development Workbook for any JavaScript Gaming Framework.

This step-by-step guide represents 3.5+ years of Massive Multi-Player Games (MMoG) research using WebSockets, Block-chain, and WebRTC. It goes beyond the typical fast-food junk deployments found in many available MMoG tutorials & books. This book includes Phaser JS and Code-less Gaming Frameworks, including EULA valued at $192.00.

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About

About

About the Book

This book includes game design and implementation chapters using either Code-less Gaming Frameworks AND other JS Gaming Frameworks for front- and back-end development. It is a Book of 5 Rings Game Design - "HTML5, CSS, JavaScript, PHP, and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into the creation of a Massively Multiplayer Online Game as a profitable business adventure - none of this theoretical, local workstation proof of concept! It uses any popular JavaScript Gaming Framework -- not just limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017 for Phaser MMO Gaming Framework!

  • Part I leads you through the world of networks, business consideration, MMoG analysis, and setting up your studio workshop. I have 40 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering for the past 14 years at the college level.  
  • Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and example code. 
  • Part III contains 3 chapters focused on production and development for the client-side code, client-proxy, server-side code, and MMoG app. This content sets the foundation for what many Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your own bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain.
  • Part IV (Bonus Content) This section includes proprietary Game Rule Books and EULA source code as part of your book purchase. It features four (4) Game Recipes -- step-by-step instructions -- listed by complexity "1" = easiest (elementary skills) to "4" = most complex (requiring advanced skills across several IT technology disciplines). Each external “Walk-Through Tutorial” guides you in different aspects of MMoG development. 
  1. How to migrate single-player games into a 2-player online delivery mode (not using "hot-seat")! 
  2. How to use dynamic client-side proxy servers and migrate this game from its current single-player mode (with AI Bot) into an online 2-player mode (not using "hot-seat")!
  3. How to include "Asynchronous Availability" during gameplay and migrate this gameplay mode (with AI Bot) into an online "Asynchronous Availability" 3-player mode using postal mail or email game turns! The FREE game rule book will help "deconstruct" this game's mechanics.
  4. This final external "Step-by-Step" tutorial guides us in building a complete MMoG CMS, using MOM over WebSockets for 2 to 8 participants, a membership system, a game lobby, player matching services, and other various cloud-based "Back-end as a Service" (BaaS). The FREE game rule book will help "deconstruct" this game's mechanics.

Packages

Pick Your Package

All packages include the ebook in the following formats: PDF, EPUB, and Web

The Book (only)

Minimum price

Suggested price$39.99

Bonus Content is not included

$5.99

  • Free Affiliate Guides
    Learn how to use this document and leverage revenues in our Gaming Community.

Book, Game Dev. Certification Course, and Bonus Content

Minimum price

Suggested price$70.61

List of bonus content: (Available after 95% completed) WebSocket template; OGRE game engine analyzed; IBM Microservices & Rogue Cloud; Books, charts, frameworks and tools.

$59.99

  • Web Sockets template
    Web Socket template and test boilerplate.
  • OGRE game engine analyzed
    A formal study on the OGRE open-source game engine (64 pages)
  • IBM Microservices
    Building interactive MMoG using IBM Cloud Services (6.4MB) and "What is serverless" 56-page pamphlet from O'Reilly books.
  • Books charts, frameworks, and tools
    worksheets and templates used found in this book. (14.3MB)
  • Free Affiliate Guides
    Learn how to use this document and leverage revenues in our Gaming Community.

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

Forwards

About this Workbook

  1. Links and References

Workbook Content

  1. How to Read & Use this workbook:
  2. Viewing the eBook’s Source Code:
  3. 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. IPart I: Network Concepts and Design

1Business Considerations

  1. 1.1Formal Business Launch Required?
  2. 1.2Common Marketing Sense
  3. If You’re Only Going to Read One Thing in This Book, Read This …
  4. Building Desk-Tops or Web-apps? (Business Philosophy)
  5. Find Similar Games (Competitors)
  6. Key Features (Matching the Competition)
  7. Key Differentiation & Unique Features (Setting Us Apart)
  8. Understanding the Block-chain Business Model in Gaming
  9. 1.3New Dog, Old Tricks?
  10. Story to remember for later chapters…
  11. 1.4Generating Game Ideas & Mechanics
  12. 1.5Copyrights & EULA
  13. 1.6Chapter Summary
  14. 1.7Chapter Foot Notes

2Building a Game Studio Workshop

  1. 2.1Workstation Set-up Environment
  2. Deeper Dive: Testing MMoGs Locally
  3. 2.2Development Tools
  4. Text Editor
  5. IntelXDK (deprecated)
  6. 2.3Project File Structure
  7. My Project Recommendations
  8. 2.4Summary

3Networking Basics

  1. 3.1Network Foundation Inventory
  2. 3.2Deeper Dive: Testing MMoGs Locally??
  3. Hot-seat MMoG Demos
  4. 3.3Network Relationships
  5. 3.4Network Concerns
  6. 3.5Network Transport Protocols Overview
  7. Protocols Defined
  8. Layer 4 UDP vs. TCP
  9. The Way We Were . . .
  10. New Kid on the Block
  11. Deeper Dive: WebSocket Frame
  12. WebSocket Frame Masking
  13. 3.6Chapter Summary
  14. 3.7Chapter Foot Notes
  15. IIPart II: MMoG Architecture

4MMoG Engine Analysis

  1. 4.1What is a Game Engine?
  2. 4.2To “B”uild or not to “B”uild, that’s the question!
  3. Remember this story for later!
  4. 4.3Purpose of XML and JSON
  5. 4.4MMoG engine Criteria:
  6. Here’s my list and chart: (not in order of preference)
  7. 4.5Server-side Research
  8. 4.6Vetting our candidates
  9. 4.7Node.js vs. WebSockets vs. Socket.io
  10. Socket.IO bloated overhead!
  11. 4.8Final Analysis
  12. 4.9Server-less Alternatives
  13. When to use the microservice architecture?
  14. Online Development — Single Provider Option
  15. Jelastic and SmartFoxServer 2X for free in a click!
  16. Deploy Using Various Cloud Microservices
  17. Build a Vertical
  18. 4.10Chapter Summary
  19. 4.11Chapter Foot Notes:

5MMoG Application Architecture

  1. 5.1Comparing Single- to Multi-Player Games
  2. API as abstraction layer
  3. API design
  4. Deeper Dive: Using Web Workers
  5. Deeper Dive: Await and Promises
  6. 5.2Differences in MMoG Games?
  7. Web MVC - Web Application Programming
  8. Player Interactions
  9. Quoted from Fast-Paced Multi-Player (Part I): Client-Server Game Architecture
  10. Technology Architecture
  11. Deeper Dive: Ethereum Distributed App (DApp) Games
  12. Live testing of MMoGs!
  13. 5.3Technical Aspects
  14. Writing Source Code Differently: “How vs What!”
  15. Imperative vs Declarative
  16. So, why is this interesting?
  17. Construction Sequence and Regimen
  18. 5.4Encoding Formats for Game Turns
  19. QUOTE: Message Oriented Middleware (MOM) Asynchronicity
  20. Qpid Proton — The AMQP messaging toolkit
  21. MMoG App API - RPC or MOM?
  22. 5.5Deployment Concerns
  23. 5.6Persistent Data structures
  24. Deeper Dive: 3rd Option for Real-time MMoG
  25. What is RethinkDB?
  26. Distributed Database (sharding)
  27. MMoG Database Examples
  28. Deeper Dive: Learn from the Best — UnReal Engine
  29. Implement Networking from the beginning!
  30. Deeper Dive: Learn from the Best — Unity Multiplayer Networking
  31. Deeper Dive: Learn from the Best — IBM Microservices
  32. Additional Information
  33. Deeper Dive: Learn from the Best — Google GRITS
  34. Deeper Dive: Learn from the Best — Rob Hawkes
  35. 5.7New Tricks
  36. 5.8Managing Network Transports
  37. Skipping Rope! (Fixed Time Intervals)
  38. Review from Part I — Lag and Latency
  39. Adobe RTMP and RTMFP
  40. 5.9Availability
  41. 5.10PBM³ Technology
  42. Managing Time-line Models
  43. 5.11Too Hot, Too Cold, Just right! … where & what
  44. Deployment Options
  45. 5.12Chapter Summary
  46. 5.13Chapter Foot Notes
  47. IIIPart III: Production & Development
  48. Game Recipe™
  49. Development:
  50. Design:
  51. Encoding:
  52. Creating Prototype Mechanisms — 4-Step method

6Client-side Foundation

  1. 6.1Testing Your Browser
  2. Test sites:
  3. 6.2WebSocket Protocol Handshake
  4. Deeper Dive: WebSocket API
  5. 6.3Sample Source Code: Client-side WebSocket
  6. Step #1: Game index page
  7. Step #2: Generate Event handlers
  8. 6.4Security Concerns
  9. MMoG Protection
  10. Deeper Dive: WebSocket Security
  11. Adding a cookie notice — NEW Mandate 25 May 2018!
  12. Do you also run a WordPress store-attached blog?
  13. Deeper Dive: “Sticky Load Balancing”
  14. The Myth of Long Polling by Jonathan Gros-Dubois
  15. Use of <iframe>
  16. 6.5One Last thing
  17. Smart (thick) vs. Dumb (thin)
  18. 6.6Chapter Summary
  19. 6.7Chapter Foot Notes

7Server-side Foundation

  1. Mobile app server vs. application servers vs. web servers
  2. 7.1Building a Socket Server
  3. History Lesson:
  4. Thin Server
  5. Thick Server
  6. Thick Stateless Server
  7. Server Requirement Considerations
  8. Deeper Dive: Measure Network Latency
  9. 7.2Server Pages
  10. Code Review index.php
  11. Review demo/server.php Content
  12. 7.3Where’s Phaser!?
  13. 7.4Extending Our Operations
  14. Deeper Dive: The CMS Game Shell
  15. Deeper Dive: When to use the game shell model
  16. 7.5CMS — Server-side Frameworks
  17. Game Flow
  18. Index Page (Non-Traditional Method)
  19. 7.6CodeIgniter / Phaser Integrated CMS
  20. Phil Sturgeon, author of “Build APIs You Won’t Hate” states,
  21. High Score Services
  22. Membership Login
  23. 7.7Back-end Administration
  24. 7.8Chapter Summary
  25. 7.9Chapter References

8MMoG App API Engine

  1. 8.1Building a MMoG App APIs
  2. 8.2Game Turn Orders
  3. Creating MMoG API Prototypes — 4-Step method
  4. C2S GTOs Samples
  5. Deeper Dive: JSON Microdata Format
  6. Client-side Proxy Server
  7. 8.3Game Turn Responses
  8. Deeper Dive: Real-time MMoG Design
  9. S2C GTRs Samples
  10. 8.4Using Horizontal Micro-services
  11. 8.5Modeling from Others MMoG Contributors
  12. Lessons Learned the “Hard-way”
  13. 8.6Chapter Summary
  14. 8.7Chapter References
  15. IVPart IV: Step-by-Step Tutorials
  16. 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

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