Описание: Chapter 1: Before We Begin Chapter Goal: Introduces the reader to roguelike and the technologies used.
Sub -Topics
- Roguelike history
- Why develop roguelikes
- Why use web technologies
- Why Phaser
Chapter 2: Introduction to Phaser Chapter Goal: Provide a quick introduction to Phaser
Sub - Topics
- Displaying a scene
- Game loops
- Controlling a player character
- Tile-based maps without procedural generation
Chapter 3: Enemies and Permadeath Chapter Goal: Populating the game from the previous chapter with enemies and providing the initial game mechanics
Sub - Topics:
- How to build enemies
- Turn-based action
- Enemy AI
- Combat
Chapter 4: Treasure and Upgrades Chapter Goal: Adding rewards for the player and how to provide gameplay progression
Sub - Topics:
- Multiple levels in a dungeon
- Adding treasure
- Adding upgrades
- Adding monster loot
- Inventory screen
Chapter 5: Character Classes Chapter Goal: Create multiple character classes with different abilities and double check how that affects gameplay
Sub - Topics:
- Character classes
- Wizard
- Cleric - Elf
- Necromancer
Chapter 6: Procedurally Generated Dungeons Chapter Goal: Introduces you to procedural generation. Replace the current maps with procedurally generated dungeons
Sub - Topics:
- Procedural generation introduction
- Generating dungeons
- Bias
- Different types of dungeons
Chapter 7: Procedurally Generated Monsters and Treasure Chapter Goal: Use procedural generation to customize the monsters and treasures according to the dungeon layout
Sub - Topics:
- Custom monsters
- Custom treasure
- Changing parameters depending on dungeon layout
Chapter 8: The Power of Storytelling Chapter Goal: Tie the features we currently have in the game together in a cohesive experience through the power of storytelling
Sub - Topics:
- Storytelling concepts
- Non-player charac