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Titlebook: Roguelike Development with JavaScript; Build and Publish Ro Andre Alves Garzia Book 2020 Andre Alves Garzia 2020 Roguelike.Roguelite.JavaSc

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發(fā)表于 2025-3-21 19:11:05 | 只看該作者 |倒序瀏覽 |閱讀模式
書目名稱Roguelike Development with JavaScript
副標題Build and Publish Ro
編輯Andre Alves Garzia
視頻videohttp://file.papertrans.cn/832/831484/831484.mp4
概述The first book on roguelike development.Deals with roguelikes from a developer’s perspective.Engages with procedural generation within game development
圖書封面Titlebook: Roguelike Development with JavaScript; Build and Publish Ro Andre Alves Garzia Book 2020 Andre Alves Garzia 2020 Roguelike.Roguelite.JavaSc
描述.Go on an adventure and build a roguelike from scratch using JavaScript. With the help of the battle-tested Phaser library, you’ll 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. You’ll 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, you’ll 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, you’ll 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...Makeuse of procedural
出版日期Book 2020
關(guān)鍵詞Roguelike; Roguelite; JavaScript; Phaser; Procedural generation; Dungeons; Character classes; Tile-based ma
版次1
doihttps://doi.org/10.1007/978-1-4842-6059-3
isbn_softcover978-1-4842-6058-6
isbn_ebook978-1-4842-6059-3
copyrightAndre Alves Garzia 2020
The information of publication is updating

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Procedurally Generated Monsters and Items, a player when they think about the genre, probably alongside thinking about permadeath and maybe ASCII graphics. Before we dive deeper into the code, it’s best if we explain a bit about what procedural generation is and what it is good for and most importantly what role it plays in the scope of thi
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Finished Game,ason about it. In this chapter, we’re going to add multiple levels to the dungeon and create the other scenes necessary for the game introduction, game over, and winning the game. The most complex part is the multiple-level support because it requires refactoring some of our game files.
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ese der Leibessubstanz, verwenden. Dieser Aufbau erfolgt aber nicht nur in der Zeit des Wachstums der Tiere. Er mu? auch weiter w?hrend des ganzen Lebens stattfinden. Denn alles Leben und jede Funktionsbet?tigung der Organe ist auf der anderen Seite mit einem Verbrauch von lebender Substanz verbunde
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