1. Introducing and Contrasting Backend Development
Goal: In this chapter introduce the background of this book, how I came to the idea to write it, what is the goal, who is this book for, and the technology stack I am going to discuss. Also, give a bit of insight into the gaming ecosystem, which other providers and technologies are there, how those compare to the actually described ones. I want to discuss the key components and features that address the fundamental pain points and requirements of our target audience.
2. Concepts of Backend Development
Goal: In this chapter, I am going to describe the general concepts related to game backend development. The description is independent of the technology used and helps the reader understand what are the features we can have if we extend our game frontend with backend capabilities.
3. Setting up a Simple Local Multiplayer Game.
Goal: This part will cover the prerequisites for the next chapters. I will show how to use Unity Assets, Mirror Networking library, and other tools and techniques to implement a simple local multiplayer game. The reader can also download the source code from GitHub directly. We will build upon this game in the next chapters, where we implement the features from the previous chapter.
4. Up and Running on PlayFab
Goal: This is one of the core chapters. Here I describe how to implement backend features to games. This also includes source code, so the reader can use them in their game right away. It also includes explanations, best practices, tips and tricks and pitfalls developers should know. It is all very specific and practical. I use the PlayFab BaaS (Backend-as-a-Service) and API to implement these features.
5. Build Your Own Custom Game Backend in Azure
Goal: This is another way to reach the same goals as in the earlier chapter, but now by using Azure. (Hint: game developers can implement backend features by turning to a BaaS provider like PlayFab. Then they don't need to build cloud infrastructure components like virtual machines or databases by themselves). In this chapter the developer choose the hard way, and build his own Microsoft Azure cloud based game backend. The same features as above are built here, again with source code and explanations.
6. Next Steps in Game Development Learning
Goal: I want to draw a conclusion on my experience building game backend with both a BaaS (PlayFab) and a cloud (Azure) service provider. I want to help game developers make the right decision based on their situation. Some of the key aspects are budget, skills, time, team size, target market and region. I consider adding h
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