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OverviewFull Product DetailsAuthor: Andre Alves GarziaPublisher: APress Imprint: APress Edition: 1st ed. Weight: 0.528kg ISBN: 9781484260586ISBN 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 ![]() 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 ContentsChapter 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 APIsReviewsAuthor InformationAndre 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. Tab Content 6Author Website:Countries AvailableAll regions |