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Siloed RPG "trade secrets" revealed! Discover how to create Role-Playing Games using the methods in this expanded chapter from the Construct 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 tool I use in my game production studio that solves RPG Data intensive operations! You'll also get bonus content, downloads, Construct, PHP, and SQL source code examples, game variation tweaks, and references on how to do every single thing -- that works AND does NOT work -- within this game design workbook. You could copy and paste any examples into your own productions and then modify those resources with your own bespoke artwork. This workbook will guide you in creating several styles of RPG Game Mechanics (GM) as stand-alone or CaaS by using an innovative approach from "Headless Game Design". We will use those game mechanics, front-end display mechanisms, and these development methods found in the Headless Game Design. By the end of this workbook, you should have a fully functional "RPG" game prototype - not just a copy of my game, but your very own product using your own gaming assets. A supporting website is also available to download the bonus content included with your workbook's purchase. This extraordinarily comprehensive guide will teach you how to: Use Construct 2 OR Construct 3 as the "Front-end" User's Interface Experience (UIX) for stand-alone RPGs AND if you have access to a back-end "Content-as-a-Service" server database.Discover how to create "Single Player / Single- OR Multi-Avatar" RPG games exclusively on the client-side without a back-end server! Increase your game sales with this single feature alone!Discover how to create "Multi-Player / Single- OR Multi-Avatar" teams RPGs on both local Bluetooth OR Internet-based networks. Live examples demonstrate this feature about "what works" and "what DOES NOT work".How to create Loyal Fans and B2B Licensed access within a "Syndicated Business Network" to generate bespoke modules and game expansions for "Syndication Affiliates Only". This is my "Trade Secret" since 1997 with 18 million game access!Automatically generate various new Quests (aka game board "Layouts" ) with innovative features dynamically.
This is a single chapter from the Phaser Game Starter Kit Collection with 5 game examples. This chapter leads you through Memory Matching game development. This self-contained tutorial has both v3.16+ & v2.x.x encoding. It's perfect for novices, experienced web developers, and just anyone wanting with their own bespoke game, artwork, and features.5 General Game Licenses are included in this book - a savings of $300 if purchased separately!Discover how to create online Memory Matching and "Concentration" games using the methods in this single chapter from the Phaser Game Starter Kit Collection. When you finish this tutorial and bonus courses, you will have a production pipeline to create as many different "Memory Matching" games as your imagination can dream of! This is a "mega-book" with 5 different types of Memory Matching and MahJong games. Two games were written in Phaser v3.16+ - an RPG Math Game for "pre-schoolers" and a New Age "Simple Shaman(TM)". Three games were written in Phaser v2.x.x from the Mozart Music Match Suite - an audio memory game, a music motif game, and MahJong. Included with your purchase, you'll also get bonus content, download examples, 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 productions and then modify those resources for your purposes.I would like to guide you in creating several styles of Memory Matching is Pairs - both hidden and open -, and Sequence Memory game mechanics. We will use these game mechanics, mechanisms and the development methods discussed in Phaser Game Prototypes. By the end of this workbook, you should have several fully functional Memory Matching game - not a copy of my game, but your very own product using your gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.
Discover how to create online Collapsing Block games using the methods in this single chapter from the "Construct Game Starter Kit Collection". When you finish this tutorial, you will have a production pipeline to create as many different "Same" games as your imagination can dream of!I would like to guide you in creating several styles of Collapsing Block and "flood-fill" game mechanics. We will use these game mechanics, display mechanisms and those development methods. By the end of this workbook, you should have a fully functional Collapsing Block game (with "flood-fill") - 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. You'll also get bonus content, download examples, 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 this purchased book if you wish to simply copy and publish my version.This extraordinarily comprehensive guide will teach you how to: Use Construct - either v2 or v3.How to integrate "Same" game mechanics into other game genres such as RPG, first-person shooters, RPG, and Character Development!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.
This workbook is the 6th edition - a hands-on tutorial guide for Game Prototype creations using Micro-services and component object programming with an emphasis on Phaser v2.x.x, CE, v3.16+ and any JavaScript Gaming Frameworks. Phaser Game Prototyping is a hands-on guide for making browser games using Phaser's official, CE (community edition) JavaScript Game Frameworks. Master the important skills and techniques you need for Phaser using our unique component object programming. This book delves into many of the great classic game mechanisms and design mechanics techniques. All written in a fun and friendly style with completed projects and open-ended exercises that encourage you to build your own game projects. You'll also download supporting tools to classify the book's snippets and add your own modification.Part I demonstrates basic game mechanisms and components from the Phaser JS Game Framework using the OLOO paradigm. It starts by showing you how you to build game mechanisms in any Phaser version! By the end of Part I, you'll have a complete, fully-functional Game Prototype, reusable components, and the supporting tools to manage further game production. You'll have a game character's visual and its meta descriptions. Learn to control your avatar through either the keyboard, mouse, or touch-screen interfaces. Develop game environments, create game scene migrations and then learn how to use collision detection within a standard game loops. Build dynamic menu response system, and an interactive game world. Part II demonstrates how to connect all your new game prototypes and components into various game mechanics using the raw power of native JavaScript OLOO. What I show you, will open the pathway to building a game within a month or even 7-days! This is not hipe; I eat my own dog food and have pushed game prototypes out for final artwork within 7 days. You'll learn to make RPG maze games, code 6 different combat systems, develop heads-up displays (HUD) that are both internal to and outside of the Phaser canvas, apply 6 different artificial intelligence systems, create tiled-maps with the Phaser features, and other fast-paced actions that cover all the popular game perspective of 2D and 2.5D gaming. I'll reveal what I'm doing with Phaser 3D and WebXR games too. You'll discover how to develop games and multi-level isometric scenes using existing features in Phaser v3.13+. All these techniques -- and supporting source code -- are explained in an easy-to-understand manner for game designers to gain new skills or simply update your skills from Phaser v2.x.x.You'll find detailed working examples on the book's website (with dozens of illustrations and many concepts) you can freely apply to your own gaming projects. All the source code comments enhance the book's explanation. What you'll learn: By the end of this workbook, you'll have integrated into your own game designs: Adopted processes for business project management and agile software development.Organized a standard file structure for developing games in general;Used a blank game template to scaffold further game projects;Imported resources and game assets;Displayed, animated and moved game avatars on various screen renderings;Managed groups of game objects;Deployed heads-up display (HUD) on game scenes both inside and outside the canvas;Used customized web fonts;Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard);Rendered several physics systems;Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more);Created and managed game state-phases;Managed permanent game assets across state-phases;Optimized your game for various mobile devices;Integrated 3rd-party scripts and services;Deploy single-player games.Web Sockets demystified for scalable massive online game deployments
This is Book #2 in the Making Browser Game Series. It is a single chapter from the "Phaser Game Starter Kit Collection" for Phaser v2.x.x and Phaser v3.16+. 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.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.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 step-by-step guide represents over 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 all other MMoG tutorials & books. This book includes both Phaser v2.x.x & v3.16+ Gaming Frameworks and licenses valued at $192.00. This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND other Gaming Frameworks for front- and back-end development. It is the Book of 5 Rings - "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 massively multiplayer online game creation as a profitable business adventure - none of this theoretical local workstation proof of concept! It uses any popular gaming framework -- not 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!Part I leads you through the world of networks, business considerations, MMoG analysis, and setting up a studio workshop. I have 37 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 undergraduate 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 sample codes. Part III consists of 3 chapters on production and development for the client-side code, server-side code, and MMoG app code. This content is what your 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. Part IV features several Tutorial "Walk-Throughs" - Step-by-Step instructions, Gaming Rules, Logic, and using Game Recipes System(TM). The Emancipation Wars is a Strategic turn-based, multi-player Fantasy Role-Playing Game of high adventure and legendary deeds. Your gamers will build armies, hire mercenaries, search out daemonic hordes, conjure magic spells, or send your legendary heroes into forsaken ruins. 'The Emancipation Wars' is the initial gaming module of military conquest and liberation. It is a Strategic turn-based, multi-player Fantasy Role-Playing Game of high adventure and legendary deeds. Builds armies, hire mercenaries, search out daemonic hordes, conjure magic spells, or send your legendary heroes into forsaken ruins. 'The Emancipation Wars' is the initial gaming module of military conquest and liberation. This game provides your initial Adventurer of Renown characters the best place to earn renown as a military leader of the realm. This game provides your initial "Adventurer of Renown characters" with the best place to earn renown as a military leader of the realm. Game Rules, logic, and 4 FREE licenses for MMoG games are included in this book - each license is valued at $48.
Making Quiz & Trivia Games with Phaser v2 Series is a tutorial hands-on guide for creating online games using both Phaser versions 2.6.2 and the community released editions. This tutorial is a single chapter focused on building a Quiz & Trivia game logic and mechanics into 3 styles of trivia games ... ending with a Dating Simulation! It is only one chapter in a series of 16 great classic game mechanics techniques. I decided to sell each chapter separately. All tutorials in this series are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Quiz & Trivia Games is book 7 in this series and contains several sections. It starts with a Game Overview of the goals, game ludology, workstation set-up and generation tools. In a matter of hours, you will have a working game prototype for this game's mechanics. All that remains is to add your own artwork and additional game features; then over the next few days, you will have a completed game ready to deploy in any "apps" stores. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations enhance the book's explanation. What you'll learn: By the end of this workbook, you'll have integrated into your own game designs: - Adopted processes for business project management and agile software development. - Organized a standard file structure for developing games in general; - Used a blank game template to scaffold further game projects; - Imported resources and game assets; - Displayed, animated and moved game avatars on various screen renderings; - Deployed heads-up display (HUD) on game scenes both inside and outside the canvas; - Used customized web fonts; - Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard); - Rendered several physics systems in v2; - Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more); - Created and managed game state-phases; - Managed permanent game assets across state-phases; - Optimized your game for various mobile devices; - Integrated 3rd-party scripts, plug-ins, and services for v2. - Deploy single- and multi-player games. - Web Sockets demystified for scalable massive online game deployments. Who This Book Is For: Students of -- and professionals in -- game art and animations with some experience in HTML5 and JavaScript who want to enhance -- or begin learning -- the essential techniques of game programming skills in both the Phaser v2.x.x official and community editions. If you are interested in making Quiz & Trivia Games, especially for the mobile market, then Making Quiz & Trivia Games Series is a perfect choice.
Making Peg Solitaire with Phaser v2 Series is a tutorial hands-on guide for creating online games using both Phaser versions 2.6.2 and the community released editions. This tutorial is a single chapter focused on building a Peg Solitaire game logic and mechanics. It is one chapter in a series of 16 great classic game mechanics techniques. I decided to sell each chapter separately. All tutorials in this series are written in a fun, friendly style with several completed game projects and open-ended exercises that encourage you to build include your own game assets and features. You also have access to bonus content downloads, supporting tools, and source code snippets to add your own modification. Making Peg Solitaire is book 5 in this series and contains several sections. It starts with a Game Overview into the goals, game ludology, workstation set-up and generation tools. In a matter of hours, you will have a working game prototype for this game's mechanics. All that remains is to add your own artwork and additional game features; over the next few days, you have a completed game ready to deploy in the "apps" stores. You'll find detailed working examples, with dozens of illustrations and many concepts you can freely apply to your own gaming projects. All the source code annotations enhance the book's explanation. What you'll learn: By the end of this workbook, you'll have integrated into your own game designs: - Adopted processes for business project management and agile software development. - Organized a standard file structure for developing games in general; - Used a blank game template to scaffold further game projects; - Imported resources and game assets; - Displayed, animated and moved game avatars on various screen renderings; - Deployed heads-up display (HUD) on game scenes both inside and outside the canvas; - Used customized web fonts; - Incorporated multiple game-inputs (touch, multi-touch, accelerometer, mouse, and keyboard); - Rendered several physics systems in v2; - Included graphics effects (gfx) (particle systems, rotations, fades, shaders and more); - Created and managed game state-phases; - Managed permanent game assets across state-phases; - Optimized your game for various mobile devices; - Integrated 3rd-party scripts, plug-ins, and services for v2. - Deploy single- and multi-player games. - Web Sockets demystified for scalable massive online game deployments. Who This Book Is For: Students of -- and professionals in -- game art and animations with some experience in HTML5 and JavaScript who want to enhance -- or begin learning -- the essential techniques of game programming skills in both the Phaser v2.x.x official and community editions. If you are interested in making Peg Solitaire, especially for the mobile market, then Making Peg Solitaire Series is a perfect choice.
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