Strategy Games Are Made of Decisions 💻
Making Strategy Browser Games is a practical workbook for developers who want to turn strategic thinking into playable browser games. It centers on what Stephen Gose calls “decision science” game mechanics: the rules, data structures, and phase-based choices that give a strategy game its depth. Instead of treating as a collection of isolated APIs, the book shows how to shape a project around battle plans, intelligence gathering, and resolution steps that players can understand and interact with.
What the Workbook Covers
The guide moves through the full shape of a browser strategy game project:
- Setting up a standard project structure and game shell
- Designing strategy game phases, mechanics, and data structures
- Building “” and supporting functions for battle-plan interactions
- Reviewing complete code for Phaser v3.16+ and Phaser v2.x.x
- Creating a generic CMS-style game shell with menus, credits, and preload screens
- Adding plugin enhancements and preparing a game for distribution
Two Phaser Codebases, One Design Approach ⚙️
One of the book’s useful traits is that it does not ignore older projects. It reviews a consolidated Phaser v2.x.x implementation alongside the newer Phaser v3.16+ code. That makes it relevant if you maintain a legacy browser game, if you are migrating toward a modern Phaser workflow, or if you simply want to see how the same strategy-game concepts can be expressed in different JavaScript and Phaser patterns.
Decision Science in Practice 🧠
Strategy games live or die by their decisions. The workbook examines pre-battle preparation, terrain and unit symbols, battle narratives, and the logic that connects player choices to outcomes. It also looks at common conventions and multiplayer considerations. The result is a design-focused view of why certain mechanics feel strategic—and how code structure can support or undermine that feeling.
Beyond the Battlefield
Later chapters step outside the core game loop. You will find material on a generic game shell, sample CMS pages, Twitter and gameboard plugins, an eight-step deployment method, and ways to tell the world about your game. Appendices add starting points for WebXR, WebSocket communication, and object-linking patterns such as OLOO. If you are building browser games with and want a guided, code-rich path from setup to strategy mechanics, this workbook is built for that work.
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Phaser III Game Design Workshop: Game Development Course using Phaser v3.x.x Gaming Framework
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