Phaser Game Design Workbook by Stephen Gose

Phaser Game Design Workbook by Stephen Gose

Author:Stephen Gose [Stephen Gose]
Language: eng
Format: epub
Publisher: leanpub.com
Published: 2016-08-24T00:00:00+00:00


7.2 Applying “Headless” to “Traditional” Game Design

Traditional “Game Design System”™

They say, “a picture is worth a thousand words”, so if we were to separate the “Game Mechanics” (GM) — those data structures, rules, and logic — from the “lower two components” — the Game Framework “visual elements, prototypes, and artwork. We’ve just “beheaded” our Game Design System™ and transformed it into a “Headless Game Design”. We could go a step further and “draw and quarter” these “lower two components” and scatter them across the Internet cloud as “microservices”.

Traditional “Game Design System”™

“Why would we even think of doing such a thing?”, you ask? We do this to achieve “micro-services”, develop “Massive Multi-Player games, client-side proxy-webserver, and most importantly, extend our game’s “marketing vertical-capacity” and community fan-base by creating “White Label” business-to-business (B2B) products. Let’s look closer at what “White Labeling can do.

Wait! There’s more of this chapter than what you’ve seen here, but only in the full book version. I hope you’ve enjoyed what you’ve seen so far and will jump right-on over to the “work-in-progress” (WIP) coupon and access your early-release copy now available only from LeanPub.com. Take your Headless Game Design knowledge to the next level and learn how to compete in the next wave of gaming using WebXR — Or at least consider it. Either way — thanks for reading this far. See you on the next page!



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