In this book, you will learn how to create two complete games: a physics-based puzzle game inspired by Angry Birds, and a real-time strategy game with multiplayer support.
Froot Wars: A Physics-Based Puzzle Game The first game, Froot Wars, draws inspiration from the immensely popular Angry Birds.
Built using the Box2D Engine, it challenges players with physics-based puzzles. As we delve into its creation, we explore various aspects including Splash Screens and Menus, Level Design, Dynamic Asset Loading, Game Physics using Box2DWeb and Adding Sound Effects and Background Music.
Last Colony: A Real-Time Strategy (RTS) Game Last Colony offers both a single-player campaign and a multiplayer mode.
The Single-Player Campaign includes Economy Management such as collecting resources constructing buildings, vehicles, and aircraft; Game Narrative and Plot with an overarching storyline told through Scripted Events and triggers, Intelligent Unit Movement with Pathfinding and Steering, and Intelligent Unit Combat using Finite State Machines.
The Multiplayer Mode uses WebSocket API with Node.js to build a two-player server version of the game, while teaching important concepts like Synchronizing Games and Compensating for Network Latency and Lag.
These games showcase the entire journey of game development and cover a wide variety of game needs, from simple puzzle games to complex story driven games. Whether you’re a beginner or an experienced developer, exploring these games will deepen your understanding of HTML5 game creation.
The first edition of this book was published in 2012, and since then, HTML5 has evolved a lot. The second edition reflects these changes and updates the code and content to match the latest standards and best practices. In addition, the second edition includes new chapters on mobile game development and an essential game developer’s toolkit. These new chapters cover topics such as responsive design, touch events, WebAudio, performance optimization, debugging tools, and more.
The second edition also improves the quality and clarity of the existing chapters, based on the feedback and questions I received from the readers of the first edition. I have added more explanations, examples, diagrams, and screenshots to make the concepts and code easier to understand and follow. I have also fixed some errors and bugs that were present in the first edition.
The second edition of Pro HTML5 Games is a result of my passion and experience in game programming, as well as the valuable input and support from the readers, reviewers, and editors. I hope that this book will help you learn and master the skills and techniques needed to create your own HTML5 games and have fun along the way.
The initial edition of the book received extremely positive feedback, including the following review by a satisfied reader on Amazon. I’m hopeful that the second edition will also be just as well-received and appreciated.
Finally an HTML5 book with real games
When I found out that this book was by the author of the now famous Command and Conquer HTML5 recreation, I got excited. But I have been burnt in these types of situations before. So, X author created the really impressive Y on his own website and released Z book. But then you get Z book only to find out that the end-of-book project is a low-tech version of Asteroids, which is a whole alphabet away from the very impressive Y. That is not the case here at all.
I am sure you have heard that the book is centered around 2 different projects: first, a game that unapologetically clones Angry Birds, and then an RTS second. There are serious reasons why these two projects have a ton of appeal. The Angry Birds clone is obviously of the “physics game” genre, a genre that really could not be more hot right now and in the foreseeable future. Content creation is much simplified compared to other popular types of games, although really good physics level design can take some deep thinking and foresight. Box2D takes care of the heavy lifting and lets you focus on gameplay mechanics and other aspects. Big kudos to the author for choosing this as the lead-in.
The RTS project is where things are ratcheted-up a few levels. But it is oh-so worth it. Beyond almost any PC gamer’s dreams of making their own deep, imaginative RTS, and the fact that an RTS from beginning to end has never been detailed in any book I am aware of, there are just so many great parts here. With a bit of connecting the dots, this project could give a developer a great head-start on building many other types of complex games, such as an MMORPG. It has networking, AI, pathfinding, player versus player combat, etc. Reading some additional tutorials and articles online on how to reduce bandwidth in massively multiplayer games could get you set and on your way to building almost any kind of online game with this project and what you learn. And then of course there is the original concept of simply extending it further to make your own RTS.
I highly recommend this book to anyone wanting to make “real” games in HTML5. I have at least thumbed through basically every HTML5 game development book available today, and none can offer the skills this one does. This book will likely be your bible as you work through your first major project.Michelle and Tim (Review for Pro HTML5 Games on Amazon.com)
If you have read the book, I would appreciate it if you too could leave a review on Amazon and share your feedback and suggestions.
Thank you for your interest and support. Happy game programming!