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 âHeadlessâ to âTraditionalâ Game Design
Traditional âGame Design Systemââ¢
They say, âa picture is worth a thousand wordsâ, so if we were to separate the âGame Mechanicsâ (GM) â those data structures, rules, and logic â from the âlower two componentsâ â the Game Framework âvisual elements, prototypes, and artwork. Weâve just âbeheadedâ our Game Design System⢠and transformed it into a âHeadless Game Designâ. We could go a step further and âdraw and quarterâ these âlower two componentsâ and scatter them across the Internet cloud as âmicroservicesâ.
Traditional âGame Design Systemââ¢
âWhy would we even think of doing such a thing?â, you ask? We do this to achieve âmicro-servicesâ, develop âMassive Multi-Player games, client-side proxy-webserver, and most importantly, extend our gameâs âmarketing vertical-capacityâ and community fan-base by creating âWhite Labelâ business-to-business (B2B) products. Letâs look closer at what âWhite Labeling can do.
Wait! Thereâs more of this chapter than what youâve seen here, but only in the full book version. I hope youâve enjoyed what youâve seen so far and will jump right-on over to the âwork-in-progressâ (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 â Or at least consider it. Either way â thanks for reading this far. See you on the next page!
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