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Developing Turn-Based Multiplayer Games

Developing Turn-Based Multiplayer Games


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About the Book

Chapter 1: An introduction to Game Maker Studio 2Chapter Goal: This chapter helps the reader get started with GMS2, how to download and install it, getting started with a project, an overview of the interface (which will act as a reference later if need be)No of pages: 20
Sub -Topics1. Downloading and installing GamerMaker Studio2. Breaking down the interface - where to find what/what does this button do?
Chapter 2: Chapter 2: Introduction to GMLChapter Goal: This chapter serves as an introduction to GML, what is new in GML in GMS2 and how to get started with writing code. This chapter will not be in-depth and will not cover all the functions available in GMS2, but will be a language overview by creating a small game. No of pages: 40
Sub - Topics 1. Writing code in GMS2 - Scripts, Objects and Events2. Data Types and Variables and Scope3. Assignments and Expressions4. Arrays and Data Structures 5. Language Features and Program flow control statements6. Functions
Chapter 3: Making your first gameChapter Goal: The goal of this chapter is to start on our main game, but a single player version of it. It starts off with a game design process where we plan well in advance what we are going to do; and moves on to talk about how to translate ideas from paper to a prototype. We then move on to build the game from the prototype, adding more complex behaviors and features.No of pages: 70
Sub - Topics: 1. Game Design 101 - a reusable process/framework2. Planning your game3. Rooms, Sprites and Objects4. Building a single player version5. Getting the core mechanics in place6. HUDs, Menus and more
Chapter 4: An introduction to NodeJSChapter Goal: This chapter introduces the reader to NodeJS and how one can get started with it. Some level of JavaScript knowledge is required. We will setup a small http server and work with Express. No of pages: 15
Sub - Topics: 1. Installing NodeJS2. Your first program3. Extending the server with express
Chapter 5: Talking to your serverChapter Goal: This chapter focuses on integrating our game with our NodeJS server. At first, we will create a feature which reads a list of news updates from the server and display it when the game loads. As a second exercise, we try to read and post a high scores table. No of pages: 40
Sub - Topics: 1. Getting data - A daily news and updates ticker2. Setting data - A simple high scores page
Chapter 6: Introducing the multiplayer gameChapter Goal: In this chapter, we will implement the game logic on the server - finding a player, starting a game session, playing the game, syncing data etc. No of pages: 50
Sub - Topics: 1. Representing the player and their data2. Finding a player3. Playing the game on the server 4. Game session - syncing data across the server and clients

About the Author: Yadu Rajiv is a game designer, developer, a curator and evangelist for independent games. In 2011, he co-founded Hashstash Studios, where he designed and developed multiple games. He teaches user experience design, game design and game development at Srishti Institute of Art, Design and Technology, Bangalore, India. He has been building and supporting game-design and development communities since 2008 and is currently working on Gamedev. Yadu writes about game design, game UX and development on Twitter under his handle, @yadurajiv as well as on his blog.


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Product Details
  • ISBN-13: 9781484238608
  • Publisher: Apress
  • Publisher Imprint: Apress
  • Height: 234 mm
  • No of Pages: 206
  • Spine Width: 12 mm
  • Weight: 372 gr
  • ISBN-10: 1484238605
  • Publisher Date: 29 Nov 2018
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Sub Title: With Gamemaker Studio 2 and Nodejs
  • Width: 156 mm


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