Roguelike development with JavaScript : build and publish roguelike genre games with JavaScript and Phaser /: build and publish roguelike genre games with JavaScript and Phaser. (2020)
- Record Type:
- Book
- Title:
- Roguelike development with JavaScript : build and publish roguelike genre games with JavaScript and Phaser /: build and publish roguelike genre games with JavaScript and Phaser. (2020)
- Main Title:
- Roguelike development with JavaScript : build and publish roguelike genre games with JavaScript and Phaser
- Further Information:
- Note: Andre Alves Garzia.
- Other Names:
- Garzia, Andre Alves
- 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 andChapter 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. … (more)
- Publisher Details:
- Berkeley, CA : Apress
- Publication Date:
- 2020
- Copyright Date:
- 2020
- Extent:
- 1 online resource (322 pages)
- Subjects:
- 794.8/151
Video games -- Programming
JavaScript (Computer program language)
JavaScript (Computer program language)
Electronic books
Electronic books - Languages:
- English
- ISBNs:
- 9781484260593
- Related ISBNs:
- 9781484260586
- Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.560047
- Ingest File:
- 03_186.xml