Om Roguelike Development with JavaScript
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
┬╖ 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 charac
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