Phaser III Game Prototyping

Phaser III Game Prototyping
Author :
Publisher :
Total Pages : 352
Release :
ISBN-10 : 1798118750
ISBN-13 : 9781798118757
Rating : 4/5 (757 Downloads)

Book Synopsis Phaser III Game Prototyping by : Stephen Gose

Download or read book Phaser III Game Prototyping written by Stephen Gose and published by . This book was released on 2017-02-07 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: This workbook is the new hands-on guide for Game Prototype creations using Micro-services and component object programming with an emphasis on the Phaser III JavaScript Gaming Frameworks. Its examples are from the Phaser's official, v3.15+ JavaScript Game Framework for making online games. It provides Game Recipes(TM) - step-by-step instructions - to master those important skills and techniques you need when working in Phaser III and 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.Phaser III Game Prototyping Part I demonstrates basic game mechanisms and components from the Phaser3 JavaScript Game Framework using "OLOO" paradigm. It starts by showing you how you to build game mechanisms in Phaser v3.15+ versions! By the end of Part I, you'll have a complete, fully-functional Game Prototypes, reusable components and the supporting tools to manage further bespoke game production. You'll learn about game character's visual and metadata descriptions, how to control your avatar through the keyboard, mouse, or touch-screen interfaces, develop game environments, create scene migrations and then learn how to use physics and collision detection within a single-player game loop, build dynamic menu responses for your interactive game world. Phaser III Game Prototyping 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 opens a pathway to construct games 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 in 7 days. You'll learn to make mazes, 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 newest Phaser3 features, and other fast-paced actions that cover all the popular game perspective of 2.5D gaming. I'll reveal what I'm doing with Phaser in 3D games too. You'll discover how to develop games and multi-level isometric scenes using special Phaser3 features. 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 their skills in version v3.15+.You'll find detailed working examples on the book's supporting website with dozens of illustrations and many concepts you can freely apply to your own bespoke projects. All the source code annotations enhance the book's explanations. What you'll learn: By the end of this workbook, you'll have integrated into your own bespoke 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 Multi-Player Online Game (MMoG) deployment.


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