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Stephen Gose - Phaser Game Design Workbook

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Phaser Game Design Workbook Game Product Management for the Phaser v2xx - photo 1
Phaser Game Design Workbook
Game Product Management for the Phaser v2.x.x & v3.5+ Gaming Frameworks (6th Edition)
Stephen Gose

This book is for sale at http://leanpub.com/phaserjsgamedesignworkbook

This version was published on 2020-12-28

This is a Leanpub book Leanpub empowers authors and publishers with - photo 2

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This is a Leanpub book. Leanpub empowers authors and publishers with the Lean Publishing process. Lean Publishing is the act of publishing an in-progress ebook using lightweight tools and many iterations to get reader feedback, pivot until you have the right book and build traction once you do.

* * * * *

Copyright, 2008-2020, Stephen Gose. All rights reserved.

ISBN for EPUB version: 978-1-952635-31-1

ISBN for MOBI version: 978-1-952635-31-1

For my students

@ Culpeper Public Schools, Culpeper, VA;

@ ITT Technical Institute, Tempe, AZ;

@ Early Career Academy, Tempe, AZ; and

@ University of Advancing Technology (UAT), Tempe, AZ

Distribution Permission

All rights are reserved under the Pan-American and International Copyright Conventions. You may not reproduce this book, in whole or in part, in any form or by any means electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system now known or hereafter invented, without written permission from the author. Brief quotations in critical reviews or articles are permitted without the authors permission.

Supporting website

https://makingbrowsergames.com/design/

Forwards
  • by Terry Paton: Copying or imitating is an awesome way to learn how to do something, traditional artists have done it for centuries. This practice was generally considered a tribute, not forgery, If you want to get better at something, then trying to do it like those who already have mastered it. Look at the choices they have made and consider why they made those decisions, often important things are hidden in subtlety and the only way we learn those subtleties is by creating the same thing. The balance here is stealing versus inspiration. Ripping off ideas from someone else in a way that harms their hard work compared to producing something which is inspired by their work. If you plan on publicly releasing something, I recommend you should inject some of your own vision into any game you make, take a concept but then extend or change it to create something of your own.

This is the theme of Tony Robbins motivational lectures that I used for years!

Disclosures
  • Stephen Gose LLC reserves the right, at any time and without notice, to change modify or correct the information contained in this publication.
  • I refer to Phaser v3.16+ under a moniker of Phaser III to distinguish it as a clear demarcation from previous versions.

In this book, Im not paid to recommend any tools or services presented but I do use affiliate links. Heres how it works. When I find a tool, service, authors content, idea, or product I admire, I investigate if they have an affiliate program. If it exists, I get a special link and when you click it or confirm a purchase I receive a small percentage from that activity. In short, its the same methods found on a websites; only now, its available inside e-books and are substitutes for crowd-funding websites.

I think anyone (with business savvy,) should do this; especially if youre recommending books, services, or tools to your own products! Amazon (and other publishers) offer affiliate links. Whenever you recommend anything (hopefully this book? hint, hint!), use your affiliate links. By law, I must disclose that Im using affiliate links. Amazon requires the following. I truly appreciate your patronage!

We are a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for us to earn fees by linking to Amazon.com and affiliated sites.

Disclaimer
  • All the information, contained within, is for the convenience of its readers. It is accurate, as can be reasonably verified, at the time of original publication. However, this content may not reflect migrating industry recommendations after the original publication date for ECMA-262 (also known as - aka - JavaScript, ES5, ES6, ES7, ES8, ES9 or ES10) or any Phaser.JS Gaming Frameworks releases.
  • All websites listed herein are accurate at the time of publication but may change in the future or cease to exist. It is best to find these dead websites links in The WayBack Machine. The website references or resources do not imply publisher endorsement the sites contents.
  • There are no guarantees nor warranties stated nor implied by the distribution of this educational information. Using this information is at the readers own risk, and no liability shall carry to the author. Any damage or loss is the sole responsibility of the reader.

Warning: The Phaser newsletter dated 21 September 2018 included projected development for Phaser III. In August 2017, many features in pre-v3.16.x were removed. There were many business decisions on why they were removed based on financial support and sponsorship deadlines imposed. Phaser v3.14.0 (released OCT 2018) saw the return of many deleted features. In other words, Phaser v3.14.0 returns to the original vision of January 2017 after several rewrites. Phaser v3.15+ was the next massive re-write (released OCT 2018); followed by v3.16.0 DEC 2018. Phaser v3.5 is coming with more breaking changes. My best guess is that any books, tutorials, blogs, and how-to articles written before to Phaser v3.16.0 (NOV 2018) or the coming v3.5+ are not fully functional with the current release of Phaser III and should be re-written to the Phaser v3.24+ minimum standards. Hence, the reason this book is dedicated and updated to the official Phaser III (release v3.24+) and has removed references to all previous versions.

About this Workbook

This 6th edition offers more development tools and software production methods which I call the Game Design System from which well create Game Recipes. Expert game developers understand the Dont Repeat Yourself (D.R.Y.) concept; however, few have taken a step-back to the 10,000-foot view on their game production pipelines. Well do that aerial view in this book as we follow this games product management and then nose dive directly into Phaser Gaming Framework v2.x.x and v3.24+. I believe you will be surprised how quickly and easily we can build games using the Game Design System and its Game Recipes tools.

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Links and References

The Internet is a living, dynamic resource of information that doubles every 35 days! There are several reasons this book points to external content because

  1. It provides you the research path I took to present and develop my ideas. It takes all the guess-work and personal research out of the way. This saves you 100s of hours of your personal free-time searching for supporting facts and opinions.
  2. It avoids copyright infringements and
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