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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 oftenmobile.
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:
Auteur
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.
Résumé
Go on an adventure and build a roguelike from scratch using JavaScript. With the help of the battle-tested Phaser library, you'll go through all the steps to build a small, fun, playable web roguelite game. The author 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.
What You Will Learn
Contenu
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 · &am...