Making Multiplayer Online Games
A Game Development Workbook for any JavaScript Gaming Framework.
This step-by-step guide represents 3.5+ years of Massive Multi-Player Games (MMoG) research using WebSockets, Block-chain, and WebRTC. It goes beyond the typical fast-food junk deployments found in many available MMoG tutorials & books. This book includes Phaser JS and Code-less Gaming Frameworks, including EULA valued at $192.00.
About
About the Book
This book includes game design and implementation chapters using either Code-less Gaming Frameworks AND other JS Gaming Frameworks for front- and back-end development. It is a Book of 5 Rings Game Design - "HTML5, CSS, JavaScript, PHP, and SQL". It further analyzes several freely available back-end servers and supporting middleware (such as PHP, Python, and several CMS). This game design workbook takes you step-by-step into the creation of a Massively Multiplayer Online Game as a profitable business adventure - none of this theoretical, local workstation proof of concept! It uses any popular JavaScript Gaming Framework -- not just limited to Phaser.JS!! -- on the client-side browser interfacing into a unique, server-side, application using WebSockets. It is the only book of its kind since January 2017 for Phaser MMO Gaming Framework!
- Part I leads you through the world of networks, business consideration, MMoG analysis, and setting up your studio workshop. I have 40 years of networking career experience in highly sensitive (i.e., Government Embassies) data communications. I am a certified Cisco Academy Instructor and have taught networking, networking security, game design/development, and software engineering for the past 14 years at the college level.
- Part II Guides you into Multi-player Online Game architecture contrasted to normal single-player games. This lays the foundation for Multi-Player Game Prototypes and reviews a missing aspect in current MMoG development not seen in many online tutorials and example code.
- Part III contains 3 chapters focused on production and development for the client-side code, client-proxy, server-side code, and MMoG app. This content sets the foundation for what many Phaser tutorials and Phaser Starter-Kits on the market today overlook and never tell you! Upon completion of Part III, you will have your own bespoke MMoG with integrated micro-service, and if you choose, web workers and block-chain.
- Part IV (Bonus Content) This section includes proprietary Game Rule Books and EULA source code as part of your book purchase. It features four (4) Game Recipes -- step-by-step instructions -- listed by complexity "1" = easiest (elementary skills) to "4" = most complex (requiring advanced skills across several IT technology disciplines). Each external “Walk-Through Tutorial” guides you in different aspects of MMoG development.
- How to migrate single-player games into a 2-player online delivery mode (not using "hot-seat")!
- How to use dynamic client-side proxy servers and migrate this game from its current single-player mode (with AI Bot) into an online 2-player mode (not using "hot-seat")!
- How to include "Asynchronous Availability" during gameplay and migrate this gameplay mode (with AI Bot) into an online "Asynchronous Availability" 3-player mode using postal mail or email game turns! The FREE game rule book will help "deconstruct" this game's mechanics.
- This final external "Step-by-Step" tutorial guides us in building a complete MMoG CMS, using MOM over WebSockets for 2 to 8 participants, a membership system, a game lobby, player matching services, and other various cloud-based "Back-end as a Service" (BaaS). The FREE game rule book will help "deconstruct" this game's mechanics.
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- Free Affiliate GuidesLearn how to use this document and leverage revenues in our Gaming Community.
Book, Game Dev. Certification Course, and Bonus Content
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Suggested price$70.61List of bonus content: (Available after 95% completed) WebSocket template; OGRE game engine analyzed; IBM Microservices & Rogue Cloud; Books, charts, frameworks and tools.
$59.99
- Web Sockets templateWeb Socket template and test boilerplate.
- OGRE game engine analyzedA formal study on the OGRE open-source game engine (64 pages)
- IBM MicroservicesBuilding interactive MMoG using IBM Cloud Services (6.4MB) and "What is serverless" 56-page pamphlet from O'Reilly books.
- Books charts, frameworks, and toolsworksheets and templates used found in this book. (14.3MB)
- Free Affiliate GuidesLearn how to use this document and leverage revenues in our Gaming Community.
Author
About the Author
Stephen Gose
Avatar is an adorable cartoon sketch of my wife. My 48th anniversary is this coming Sept 1, 2026!
Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly related work for the Internet backbones in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA.
He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland, and an M.B.A. in International Management from Liberty University.
He is currently pursuing his Th.D. He has been a licensed minister since 1972 and a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983.
In his spare time(?), Steve enjoys creating online casual games, software engineering, and managing his online gaming businesses.
My driving theme: "Always stay humble and kind"
His website is: https://www.Stephen-Gose.com/
His game showcase is: http://www.renown-games.com
His theology website: http://kingdomofgodprinciples.com/
Game Support Site: http://makingbrowsergames.com/
Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/
Contents
Table of Contents
Distribution Permission
- Supporting website
Disclosures
Disclaimer
Forwards
About this Workbook
- Links and References
Workbook Content
- How to Read & Use this workbook:
- Viewing the eBook’s Source Code:
- Who should use this workbook?
Your newly obtained skills…
Game Design System™
- Game Studio - Book Series
- Game Studio - Online Courses
- “Making Browser Games” - Books Series
- “Making Browser Games” Series - online Courses
- Programming Courses
- “Walk-Thru Tutorial” Series - Online Courses
- IPart I: Network Concepts and Design
1Business Considerations
- 1.1Formal Business Launch Required?
- 1.2Common Marketing Sense
- If You’re Only Going to Read One Thing in This Book, Read This …
- Building Desk-Tops or Web-apps? (Business Philosophy)
- Find Similar Games (Competitors)
- Key Features (Matching the Competition)
- Key Differentiation & Unique Features (Setting Us Apart)
- Understanding the Block-chain Business Model in Gaming
- 1.3New Dog, Old Tricks?
- Story to remember for later chapters…
- 1.4Generating Game Ideas & Mechanics
- 1.5Copyrights & EULA
- 1.6Chapter Summary
- 1.7Chapter Foot Notes
2Building a Game Studio Workshop
- 2.1Workstation Set-up Environment
- Deeper Dive: Testing MMoGs Locally
- 2.2Development Tools
- Text Editor
- IntelXDK (deprecated)
- 2.3Project File Structure
- My Project Recommendations
- 2.4Summary
3Networking Basics
- 3.1Network Foundation Inventory
- 3.2Deeper Dive: Testing MMoGs Locally??
- Hot-seat MMoG Demos
- 3.3Network Relationships
- 3.4Network Concerns
- 3.5Network Transport Protocols Overview
- Protocols Defined
- Layer 4 UDP vs. TCP
- The Way We Were . . .
- New Kid on the Block
- Deeper Dive: WebSocket Frame
- WebSocket Frame Masking
- 3.6Chapter Summary
- 3.7Chapter Foot Notes
- IIPart II: MMoG Architecture
4MMoG Engine Analysis
- 4.1What is a Game Engine?
- 4.2To “B”uild or not to “B”uild, that’s the question!
- Remember this story for later!
- 4.3Purpose of XML and JSON
- 4.4MMoG engine Criteria:
- Here’s my list and chart: (not in order of preference)
- 4.5Server-side Research
- 4.6Vetting our candidates
- 4.7Node.js vs. WebSockets vs. Socket.io
- Socket.IO bloated overhead!
- 4.8Final Analysis
- 4.9Server-less Alternatives
- When to use the microservice architecture?
- Online Development — Single Provider Option
- Jelastic and SmartFoxServer 2X for free in a click!
- Deploy Using Various Cloud Microservices
- Build a Vertical
- 4.10Chapter Summary
- 4.11Chapter Foot Notes:
5MMoG Application Architecture
- 5.1Comparing Single- to Multi-Player Games
- API as abstraction layer
- API design
- Deeper Dive: Using Web Workers
- Deeper Dive: Await and Promises
- 5.2Differences in MMoG Games?
- Web MVC - Web Application Programming
- Player Interactions
- Quoted from Fast-Paced Multi-Player (Part I): Client-Server Game Architecture
- Technology Architecture
- Deeper Dive: Ethereum Distributed App (DApp) Games
- Live testing of MMoGs!
- 5.3Technical Aspects
- Writing Source Code Differently: “How vs What!”
- Imperative vs Declarative
- So, why is this interesting?
- Construction Sequence and Regimen
- 5.4Encoding Formats for Game Turns
- QUOTE: Message Oriented Middleware (MOM) Asynchronicity
- Qpid Proton — The AMQP messaging toolkit
- MMoG App API - RPC or MOM?
- 5.5Deployment Concerns
- 5.6Persistent Data structures
- Deeper Dive: 3rd Option for Real-time MMoG
- What is RethinkDB?
- Distributed Database (sharding)
- MMoG Database Examples
- Deeper Dive: Learn from the Best — UnReal Engine
- Implement Networking from the beginning!
- Deeper Dive: Learn from the Best — Unity Multiplayer Networking
- Deeper Dive: Learn from the Best — IBM Microservices
- Additional Information
- Deeper Dive: Learn from the Best — Google GRITS
- Deeper Dive: Learn from the Best — Rob Hawkes
- 5.7New Tricks
- 5.8Managing Network Transports
- Skipping Rope! (Fixed Time Intervals)
- Review from Part I — Lag and Latency
- Adobe RTMP and RTMFP
- 5.9Availability
- 5.10PBM³ Technology
- Managing Time-line Models
- 5.11Too Hot, Too Cold, Just right! … where & what
- Deployment Options
- 5.12Chapter Summary
- 5.13Chapter Foot Notes
- IIIPart III: Production & Development
- Game Recipe™
- Development:
- Design:
- Encoding:
- Creating Prototype Mechanisms — 4-Step method
6Client-side Foundation
- 6.1Testing Your Browser
- Test sites:
- 6.2WebSocket Protocol Handshake
- Deeper Dive: WebSocket API
- 6.3Sample Source Code: Client-side WebSocket
- Step #1: Game
indexpage - Step #2: Generate Event handlers
- 6.4Security Concerns
- MMoG Protection
- Deeper Dive: WebSocket Security
- Adding a cookie notice — NEW Mandate 25 May 2018!
- Do you also run a WordPress store-attached blog?
- Deeper Dive: “Sticky Load Balancing”
- The Myth of Long Polling by Jonathan Gros-Dubois
- Use of <iframe>
- 6.5One Last thing
- Smart (thick) vs. Dumb (thin)
- 6.6Chapter Summary
- 6.7Chapter Foot Notes
7Server-side Foundation
- Mobile app server vs. application servers vs. web servers
- 7.1Building a Socket Server
- History Lesson:
- Thin Server
- Thick Server
- Thick Stateless Server
- Server Requirement Considerations
- Deeper Dive: Measure Network Latency
- 7.2Server Pages
- Code Review
index.php - Review
demo/server.phpContent - 7.3Where’s Phaser!?
- 7.4Extending Our Operations
- Deeper Dive: The CMS Game Shell
- Deeper Dive: When to use the game shell model
- 7.5CMS — Server-side Frameworks
- Game Flow
- Index Page (Non-Traditional Method)
- 7.6CodeIgniter / Phaser Integrated CMS
- Phil Sturgeon, author of “Build APIs You Won’t Hate” states,
- High Score Services
- Membership Login
- 7.7Back-end Administration
- 7.8Chapter Summary
- 7.9Chapter References
8MMoG App API Engine
- 8.1Building a MMoG App APIs
- 8.2Game Turn Orders
- Creating MMoG API Prototypes — 4-Step method
- C2S GTOs Samples
- Deeper Dive: JSON Microdata Format
- Client-side Proxy Server
- 8.3Game Turn Responses
- Deeper Dive: Real-time MMoG Design
- S2C GTRs Samples
- 8.4Using Horizontal Micro-services
- 8.5Modeling from Others MMoG Contributors
- Lessons Learned the “Hard-way”
- 8.6Chapter Summary
- 8.7Chapter References
- IVPart IV: Step-by-Step Tutorials
- Appendix
More Resources
- JavaScript Garden
- Additional Appendices
- Other resources:
- Selling your Game Assets
Appendix: Online Game Development
Appendix: Making WebXR Games!
Appendix: Phaser III Plugins
Appendix: “How to Start a WebSocket”
- Testing Your Browser
- Test sites:
- WebSocket Protocol Handshake
- Deeper Dive: WebSocket API
- Sample Source Code: Client-side WebSocket
- Step #1: Game
indexpage - Step #2: Generate Event handlers
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