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Roguelike Development with JavaScrip...
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SpringerLink (Online service)
Roguelike Development with JavaScript = Build and Publish Roguelike Genre Games with JavaScript and Phaser /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Roguelike Development with JavaScript/ by Andre Alves Garzia.
Reminder of title:
Build and Publish Roguelike Genre Games with JavaScript and Phaser /
Author:
Garzia, Andre Alves.
Description:
XX, 322 p. 24 illus., 1 illus. in color.online resource. :
Contained By:
Springer Nature eBook
Subject:
Computer games—Programming. -
Online resource:
https://doi.org/10.1007/978-1-4842-6059-3
ISBN:
9781484260593
Roguelike Development with JavaScript = Build 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. - 1st ed. 2020. - XX, 322 p. 24 illus., 1 illus. in color.online resource.
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
Standard No.: 10.1007/978-1-4842-6059-3doiSubjects--Topical Terms:
1256819
Computer games—Programming.
LC Class. No.: QA76.76.C672
Dewey Class. No.: 794.815
Roguelike Development with JavaScript = Build 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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