What should we cover in an advanced Phaser course?
We are planning on making an advanced course on Phaser and wanted to see if people have suggestions on topics that such a course would include. The idea is to go beyond the usual “how to make a XYZ clone in Phaser” type of tutorial, and focus on things that are needed for real games that are poorly covered in most tuts.
I know Phaser 3/Lazer is in the making, but it’ll probably be a while before it’s as mature for production. I think Phaser 2.x will continue to be used for quite a while still, specially if it reaches an LTS state. People appreciate stability in this chaotic JS world.
If you use Phaser and have some ideas for an intermediate/advanced course let me know!
I don’t know exactly, but I guess if I was going to look up a tutorial on using Phaser, I’d like to see how to implement specific methodologies. Like maybe entity component systems, or quad trees.
I saw advanced, so I went for some specific topics I consider advanced, but maybe that isn’t really what you guys are going for.
Anyway, best of luck, and I look forward to seeing the tutorial!
Thanks man! Taking note of this. We were thinking of adding path finding, advanced particles, and also a lot of people have mentioned cloud integration.
Pathfinding would be great! I have specifically attempted to implement A-Star in my own projects, so I see an immediate benefit to tutorializing that process.
Great stuff! I look forward to seeing what you guys got :D
If anyone’s interested in this project, we’ve been moving forward with it. The course is now ready for pre-order and module 1 is almost ready. Since the course is in the making, if you pre-order you can make suggestions in the course discussion area. I can’t promise we’ll include all suggestions but we’ll definitely look at them and discuss them: https://academy.zenva.com/product/advanced-game-development-with-phaser/?zva_src=ldg