en
Stephen Gose

Making Massive Multiplayer Online Games

Avisarme cuando se agregue el libro
Para leer este libro carga un archivo EPUB o FB2 en Bookmate. ¿Cómo puedo cargar un libro?
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.
Este libro no está disponible por el momento.
332 páginas impresas
Año de publicación
2016
¿Ya lo leíste? ¿Qué te pareció?
👍👎
fb2epub
Arrastra y suelta tus archivos (no más de 5 por vez)