One completely new feature of Phaser 3 is the dynamic lighting layer. By adding light sources and marking sprites to receive lights it is possible to light them up. With Phaser 3.6.0 the default rendering path is forward lighting. The deferred lighting path is not ready yet. The shader exists but, somehow the pipeline file is missing(?).
The first real thing a user faces is the loading screen, therefore showing a progress bar is essential. The approach of loading the assets and displaying the progress is not much different from Phaser 2. The structure with the two scenes “boot” and “preload” works also for Phaser 3, but the underlying API of the file interaction has been changed a lot. In the following, I’ll show an example, how to organize the assets and to display a simple progress bar.