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Roguelike development with JavaScrip...
~
Garzia, Andre Alves.
Roguelike development with JavaScriptbuild and publish roguelike genre games with JavaScript and Phaser /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Roguelike development with JavaScriptby Andre Alves Garzia.
其他題名:
build and publish roguelike genre games with JavaScript and Phaser /
作者:
Garzia, Andre Alves.
出版者:
Berkeley, CA :Apress :2020.
面頁冊數:
xx, 322 p. :ill., digital ;24 cm.
Contained By:
Springer Nature eBook
標題:
Video gamesProgramming.
電子資源:
https://doi.org/10.1007/978-1-4842-6059-3
ISBN:
9781484260593$q(electronic bk.)
Roguelike development with JavaScriptbuild and publish roguelike genre games with JavaScript and Phaser /
Garzia, Andre Alves.
Roguelike development with JavaScript
build and publish roguelike genre games with JavaScript and Phaser /[electronic resource] :by Andre Alves Garzia. - Berkeley, CA :Apress :2020. - xx, 322 p. :ill., digital ;24 cm.
Chapter 1: Before We Begin -- Chapter 2: Introduction to Phaser -- Chapter 3: Enemies and Permadeath -- Chapter 4: Treasure and Upgrades -- Chapter 5: Character Classes -- Chapter 6: Procedurally Generated Dungeons -- Chapter 7: Procedurally Generated Monsters and Treasure -- Chapter 8: The Power of Storytelling -- Chapter 9: Finished Game -- Chapter 10: Extra Chapter - Monetization.
In this book, we are going on an adventure together and will build a roguelike from scratch using JavaScript. With the help of the battle-tested Phaser library, we're going to go through all the steps to build a small, fun, playable web roguelite game. The chapters will guide you on how to add further features to the game such as populating the game with enemies, adding treasures, and so on. You will acquire technical knowledge about procedural generation and tile-based mapping as well as learn game design skills such as what makes dungeons fun and how to evoke an emotion in your game. Roguelikes are very popular with indie developers because of their focus on gameplay over graphics. You'll see why they appeal to game designers on a budget and discover that they serve as a good platform to experiment with novel ideas and designs. Along the way, you'll cover the increasingly popular roguelite genre that provides a hyper casual form of the genre that is approachable and often mobile. After reading this book, you'll be ready to create your own roguelikes, to dive deep into procedural generation, and also to bring some of the techniques shown here into other genres and game projects. You will: Make use of procedural generation for dungeons, mazes, monsters, and treasure Pick up skills to use Phaser to build games Implement turn-based mechanics Use tile-based graphics.
ISBN: 9781484260593$q(electronic bk.)
Standard No.: 10.1007/978-1-4842-6059-3doiSubjects--Topical Terms:
683440
Video games
--Programming.
LC Class. No.: QA76.76.C672
Dewey Class. No.: 794.8151
Roguelike development with JavaScriptbuild and publish roguelike genre games with JavaScript and Phaser /
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Chapter 1: Before We Begin -- Chapter 2: Introduction to Phaser -- Chapter 3: Enemies and Permadeath -- Chapter 4: Treasure and Upgrades -- Chapter 5: Character Classes -- Chapter 6: Procedurally Generated Dungeons -- Chapter 7: Procedurally Generated Monsters and Treasure -- Chapter 8: The Power of Storytelling -- Chapter 9: Finished Game -- Chapter 10: Extra Chapter - Monetization.
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In this book, we are going on an adventure together and will build a roguelike from scratch using JavaScript. With the help of the battle-tested Phaser library, we're going to go through all the steps to build a small, fun, playable web roguelite game. The chapters will guide you on how to add further features to the game such as populating the game with enemies, adding treasures, and so on. You will acquire technical knowledge about procedural generation and tile-based mapping as well as learn game design skills such as what makes dungeons fun and how to evoke an emotion in your game. Roguelikes are very popular with indie developers because of their focus on gameplay over graphics. You'll see why they appeal to game designers on a budget and discover that they serve as a good platform to experiment with novel ideas and designs. Along the way, you'll cover the increasingly popular roguelite genre that provides a hyper casual form of the genre that is approachable and often mobile. After reading this book, you'll be ready to create your own roguelikes, to dive deep into procedural generation, and also to bring some of the techniques shown here into other genres and game projects. You will: Make use of procedural generation for dungeons, mazes, monsters, and treasure Pick up skills to use Phaser to build games Implement turn-based mechanics Use tile-based graphics.
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