Making Multiplayer Online Games Making Multiplayer Online Games

Making Multiplayer Online Games

A Game Development Workbook for any Phaser JavaScript Gaming Framework.

    • 4.0 • 1 Rating

Publisher Description

This book includes game design and implementation chapters using either Phaser JavaScript Gaming Frameworks v2.6.2, CE, v3.16+, AND any other JS Gaming Frameworks for the 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 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 the 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 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 included as a 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.

* How to migrate single-player games into a 2-player online delivery mode (not using "hot-seat")!

* 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")!

* 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 mechanics.

GENRE
Computers & Internet
RELEASED
2016
November 7
LANGUAGE
EN
English
LENGTH
275
Pages
PUBLISHER
Scribl
SELLER
Directebooks Ltd
SIZE
17
MB

More Books by Stephen Gose

Voice of Foreign Exchange™ Expert Advisors Voice of Foreign Exchange™ Expert Advisors
2019
Tending His Sheep Tending His Sheep
2020
Blood Pit™ In-Game Module Blood Pit™ In-Game Module
2020
Travel Games Volume I: Mobile & Portable Table-Top Game Kits Travel Games Volume I: Mobile & Portable Table-Top Game Kits
2019
Phaser III Game Design Workbook Phaser III Game Design Workbook
2019
Voice of Foreign Exchange™ Voice of Foreign Exchange™
2019