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Roguelike Development with JavaScript

- Build and Publish Roguelike Genre Games with JavaScript and Phaser

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

Visa mer
  • Språk:
  • Engelska
  • ISBN:
  • 9781484260586
  • Format:
  • Häftad
  • Sidor:
  • 322
  • Utgiven:
  • 26. september 2020
  • Utgåva:
  • 1
  • Mått:
  • 155x235x0 mm.
  • Vikt:
  • 528 g.
  Fri leverans
Leveranstid: 2-4 veckor
Förväntad leverans: 6. augusti 2025

Beskrivning av 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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