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.
Level: Intermediate+. This series is not trying to teach very basics of the programming (and is not a book to copy-paste your MOG from).
The Practical Guide to Building Reliable Networked Multiplayer Games Networked multiplayer games are a multibillion dollar business: some games now attract tens of millions of players.
If you are a developer who wants to start making multiplayer games with the Unity game engine, this book is for you. This book assumes you have some basic experience with programming. No prior knowledge of the Unity IDE is required.
This book covers all the major aspects and theory behind creating a fully functional network game, from setting up a stable MySQL back-end database for storing player information to developing a reusable TCP/IP network library for online ...
The text explains the principles behind modern multiplayer communication systems and the techniques underlying contemporary networked games.
This book aims to share our experience with anyone interesting in making MMOGs. If you have some experience in any programming language and want to know how to implement a massively multiplayer online game, this book is perfect for you.
This book introduces you to the complexities of network programming and communication, where the focus will be on building the game from the ground up.
Learn the fundamentals of networking with Unity and C#. This book covers a variety of topics, including accessing data using RESTful APIs, local networked games, and creating multiplayer online games using client-server architecture.
Gordon Walton Company : Maxis Current title : Vice President , Executive Producer Current project : The Sims Online Favorite game that you've worked on : Ultima Online Current favorite game to play : Ultima Online Favorite game of all ...
The computer game industry is clearly growing in the direction of multiplayer, online games. Understanding the demands of games on IP (Internet Protocol) networks is essential for ISP (Internet Service...