Mastering LibGDX Game Development

Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

Mastering LibGDX Game Development

Mastering
Patrick Hoey

3 customer reviews
Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title
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RRP $49.99
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Book Details

ISBN 139781785289361
Paperback420 pages

Book Description

LibGDX is a Java-based framework developed with a heavy emphasis on performance, and includes cross-platform support out of the box (Windows, OS X, Linux, iOS, Android, and HTML5) as well as providing all the low-level functionality so that you can focus on developing your game and not battling with the platform. LibGDX also has an engaged and responsive community, active maintenance, and is available for free without a prohibitive license.

Starting from the beginning, this book will take you through the entire development process of creating an RPG video game using LibGDX.

First, this book will introduce you to the features specific to RPG games, as well as an overview of game architecture. Then, you will create map locations, develop character movement, add animation, integrate collision detection, and develop a portal system. Next, you will learn and develop a HUD and other UI components, as well as an inventory management system. You will then develop NPC interactions including dialog trees, shopkeepers, and quest givers. After this, you will design and create battle features for fighting enemies, as well as event triggers for world events. Finally, you will add the final polish with sound, music, and lighting effects.

By the end of this book, you will have learned and applied core components from the LibGDX framework, as well as have a finished game to use as a springboard for customization and story development for your own commercial video game.

Table of Contents

Chapter 1: As the Prophecy Foretold, a Hero is Born
Understanding the fundamentals of role-playing games
Technologies used when developing a role-playing game
Understanding the basics of a game architecture
Understanding the high-level component layout of LibGDX
Understanding the application lifecycle of LibGDX
Setting up your development environment
Understanding the build environment and project structure
Running the default demo project
See also
Summary
Chapter 2: Welcome to the Land of BludBourne
Creating and editing tile-based maps
Implementing the starter classes for BludBourne
Implementing asset management with loading textures and tile-based maps
Implementing the camera and displaying a map in the render loop
Implementing map management with spawn points and a portal system
Implementing your player character with animation
Implementing input handling for player character movement
Summary
Chapter 3: It's Pretty Lonely in BludBourne…
The Entity Component System design pattern
Map design
Summary
Chapter 4: Where Do I Put My Stuff?
Inventory and HUD layouts with skins
Save and load game profiles
Summary
Chapter 5: Time to Breathe Some Life into This Town
Speech windows with dialog trees
Shop store UI with items and money transactions
Summary
Chapter 6: So Many Quests, So Little Time…
The theory of dependency graphs
The dependency graph implementation
QuestUI
The steps involved in creating a quest
Summary
Chapter 7: Time to Show These Monsters Who's the Boss
The battle system implementation
BattleState
BattleUI
LevelTable
GameOverScreen
Summary
Chapter 8: Oh, No! Looks Like Drama!
Class diagram overview
Sound and music
Creating cutscenes
Summary
Chapter 9: Time to Set the Mood
Screen transitions
Camera shake
Static lighting
Day-to-night cycle
Particle effects
Summary
Chapter 10: Prophecy Fulfilled, Our Hero Awaits the Next Adventure
Digital distribution platforms
Obfuscating the save game profiles
Creating an executable JAR
Native launchers
Obfuscating the packaged JAR
Debugging tips
Testing builds before release
Summary

What You Will Learn

  • Develop characters with stat attributes, player movement, animation, physics, and collision detection
  • Create interactive NPC characters with speech windows and build immersion via dialog trees
  • Build inventory management system UIs with drag and drop items to sell, buy, and equip
  • Design a quest system to expand out the content of your game
  • Form interesting enemies with battle mechanics and spawn points
  • Devise scripted cutscenes to add an element of story and drama
  • Develop save and load game profiles
  • Create special effects to give the game extra “juiciness” and polish, and help build the atmosphere

Authors

Table of Contents

Chapter 1: As the Prophecy Foretold, a Hero is Born
Understanding the fundamentals of role-playing games
Technologies used when developing a role-playing game
Understanding the basics of a game architecture
Understanding the high-level component layout of LibGDX
Understanding the application lifecycle of LibGDX
Setting up your development environment
Understanding the build environment and project structure
Running the default demo project
See also
Summary
Chapter 2: Welcome to the Land of BludBourne
Creating and editing tile-based maps
Implementing the starter classes for BludBourne
Implementing asset management with loading textures and tile-based maps
Implementing the camera and displaying a map in the render loop
Implementing map management with spawn points and a portal system
Implementing your player character with animation
Implementing input handling for player character movement
Summary
Chapter 3: It's Pretty Lonely in BludBourne…
The Entity Component System design pattern
Map design
Summary
Chapter 4: Where Do I Put My Stuff?
Inventory and HUD layouts with skins
Save and load game profiles
Summary
Chapter 5: Time to Breathe Some Life into This Town
Speech windows with dialog trees
Shop store UI with items and money transactions
Summary
Chapter 6: So Many Quests, So Little Time…
The theory of dependency graphs
The dependency graph implementation
QuestUI
The steps involved in creating a quest
Summary
Chapter 7: Time to Show These Monsters Who's the Boss
The battle system implementation
BattleState
BattleUI
LevelTable
GameOverScreen
Summary
Chapter 8: Oh, No! Looks Like Drama!
Class diagram overview
Sound and music
Creating cutscenes
Summary
Chapter 9: Time to Set the Mood
Screen transitions
Camera shake
Static lighting
Day-to-night cycle
Particle effects
Summary
Chapter 10: Prophecy Fulfilled, Our Hero Awaits the Next Adventure
Digital distribution platforms
Obfuscating the save game profiles
Creating an executable JAR
Native launchers
Obfuscating the packaged JAR
Debugging tips
Testing builds before release
Summary

Book Details

ISBN 139781785289361
Paperback420 pages
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