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Beschreibung
Go on an adventure and build a roguelike from scratch using JavaScript. With the help of the battle-tested Phaser library, yoüll 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. Yoüll 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, yoüll 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, yoüll 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
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
Who This Book Is For
Game developers who want to build something fun and who have at least some prior JavaScript programming experience.
Roguelikes are very popular with indie developers because of their focus on gameplay over graphics. Yoüll 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, yoüll 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, yoüll 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
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
Who This Book Is For
Game developers who want to build something fun and who have at least some prior JavaScript programming experience.
Go on an adventure and build a roguelike from scratch using JavaScript. With the help of the battle-tested Phaser library, yoüll 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. Yoüll 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, yoüll 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, yoüll 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
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
Who This Book Is For
Game developers who want to build something fun and who have at least some prior JavaScript programming experience.
Roguelikes are very popular with indie developers because of their focus on gameplay over graphics. Yoüll 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, yoüll 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, yoüll 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
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
Who This Book Is For
Game developers who want to build something fun and who have at least some prior JavaScript programming experience.
Über den Autor
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.
Zusammenfassung
The first book on roguelike development
Deals with roguelikes from a developer's perspective
Engages with procedural generation within game development
Inhaltsverzeichnis
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.
Details
Erscheinungsjahr: | 2020 |
---|---|
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Seiten: | 344 |
Inhalt: |
xx
322 S. 23 s/w Illustr. 1 farbige Illustr. 322 p. 24 illus. 1 illus. in color. |
ISBN-13: | 9781484260586 |
ISBN-10: | 1484260589 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: | Garzia, Andre Alves |
Auflage: | 1st ed. |
Hersteller: |
Apress
Apress L.P. |
Maße: | 235 x 155 x 19 mm |
Von/Mit: | Andre Alves Garzia |
Erscheinungsdatum: | 26.09.2020 |
Gewicht: | 0,522 kg |
Über den Autor
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.
Zusammenfassung
The first book on roguelike development
Deals with roguelikes from a developer's perspective
Engages with procedural generation within game development
Inhaltsverzeichnis
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.
Details
Erscheinungsjahr: | 2020 |
---|---|
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Seiten: | 344 |
Inhalt: |
xx
322 S. 23 s/w Illustr. 1 farbige Illustr. 322 p. 24 illus. 1 illus. in color. |
ISBN-13: | 9781484260586 |
ISBN-10: | 1484260589 |
Sprache: | Englisch |
Ausstattung / Beilage: | Paperback |
Einband: | Kartoniert / Broschiert |
Autor: | Garzia, Andre Alves |
Auflage: | 1st ed. |
Hersteller: |
Apress
Apress L.P. |
Maße: | 235 x 155 x 19 mm |
Von/Mit: | Andre Alves Garzia |
Erscheinungsdatum: | 26.09.2020 |
Gewicht: | 0,522 kg |
Warnhinweis