Roguelike Development with JavaScript: Build and Publish Roguelike Genre Games with JavaScript and Phaser

Author:   Andre Alves Garzia
Publisher:   APress
Edition:   1st ed.
ISBN:  

9781484260586


Pages:   322
Publication Date:   26 September 2020
Format:   Paperback
Availability:   Not yet available   Availability explained
This item is yet to be released. You can pre-order this item and we will dispatch it to you upon its release.

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Roguelike Development with JavaScript: Build and Publish Roguelike Genre Games with JavaScript and Phaser


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Full Product Details

Author:   Andre Alves Garzia
Publisher:   APress
Imprint:   APress
Edition:   1st ed.
Weight:   0.528kg
ISBN:  

9781484260586


ISBN 10:   1484260589
Pages:   322
Publication Date:   26 September 2020
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Not yet available   Availability explained
This item is yet to be released. You can pre-order this item and we will dispatch it to you upon its release.

Table of Contents

Chapter 1:  Before We Begin Chapter Goal: Introduces the reader to roguelike and the technologies used. Sub -Topics ·         Roguelike history ·         Why develop roguelikes ·         Why use web technologies ·         Why Phaser   Chapter 2:  Introduction to Phaser Chapter Goal: Provide a quick introduction to Phaser Sub - Topics   ·         Displaying a scene ·         Game loops ·         Controlling a player character ·         Tile-based maps without procedural generation   Chapter 3: Enemies and Permadeath Chapter Goal: Populating the game from the previous chapter with enemies and providing the initial game mechanics Sub - Topics:  ·         How to build enemies ·         Turn-based action ·         Enemy AI ·         Combat   Chapter 4: Treasure and Upgrades Chapter Goal: Adding rewards for the player and how to provide gameplay progression Sub - Topics: ·         Multiple levels in a dungeon ·         Adding treasure ·         Adding upgrades ·         Adding monster loot ·         Inventory screen   Chapter 5: Character Classes Chapter Goal: Create multiple character classes with different abilities and double check how that affects gameplay Sub - Topics: ·         Character classes ·         Wizard ·         Cleric ·         Elf ·         Necromancer   Chapter 6: Procedurally Generated Dungeons Chapter Goal: Introduces you to procedural generation. Replace the current maps with procedurally generated dungeons Sub - Topics: ·         Procedural generation introduction ·         Generating dungeons ·         Bias ·         Different types of dungeons   Chapter 7: Procedurally Generated Monsters and Treasure Chapter Goal: Use procedural generation to customize the monsters and treasures according to the dungeon layout Sub - Topics: ·         Custom monsters ·         Custom treasure ·         Changing parameters depending on dungeon layout   Chapter 8: The Power of Storytelling Chapter Goal: Tie the features we currently have in the game together in a cohesive experience through the power of storytelling Sub - Topics: ·         Storytelling concepts ·         Non-player characters ·         Adding storytelling to a dungeon crawler ·         Pacing   Chapter 9: Finished Game Chapter Goal: Add the final touches to have a publishable game Sub - Topics: ·         Intro screen ·         Winning conditions ·         Multiple objectives ·         Publishing to the web   Chapter 10: Extra Chapter - Monetization Chapter Goal: Briefly explore potential routes for monetizing the game Sub - Topics: ·         Selling the game on your site ·         Itch.io ·         Steam ·         Web monetization APIs

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Andre Alves Garzia is a developer who loves web and game development. In recent years, he has published books about building games for Firefox OS and managed a web literacy program in vulnerable neighborhoods of Rio de Janeiro. He is a firm believer in empowerment through technological experimentation and thinks game development should be on everyone’s bucket list. He lives in London and wonders if the UK procedural generator is biased toward raining.

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