IWalk-Through Tutorial Series: The Ruins of Able-Wyvern™
1Course Overview
- 1.1Learning Objectives
- 1.2Step-by-step lessons.
- 1.3Course Administration
- 1.4References:
- 1.5Game Artwork & Resources:
- IIPart I: Concept & Design
2Lesson 1: The Game Design System™
- “The Ruins of Able-Wyvern™” — “Elevator Speech”
- 2.1Consistent Data Structure
- 2.2Design Considerations
- ”How to Succeed at Making One Game a Month”
- ACTUALLY START THE DAMN GAME …
- 2.3CMS, PWA, SWPA, or IGM?
- “Single Web-Page Application” (SWPA) as defined by MDN!
- 2.4FYI: Creating a CMS or PWA Version?
- Quote from “MDN Web Docs”
- 2.5“Replayability” — retaining “repeat customers”!
- 2.5.1> Deeper Dive: Solving Poor Replayability
- Expanding The “Replay Value” Of Games
- 2.6Part I Summary
- IIIPart II: Production
3Lesson 2.2: Launching a C2 Game Project
- 3.1About Your Project:
- 3.2Project Settings:
- 3.3Configuration Settings
- 3.4Adding Game Phase Layouts
- Layers inside a Layout
- 3.5Game Project Organization
- 3.6Comparing your code
4Lesson 2.3: Launching a C3 Game Project
- 4.1About Your Project
- 4.2Project Settings: Color Theme, Start-up & Display
- 4.3C3 Advanced, Compatibility Settings, & Editor!
- 4.4Adding Game Phase Layouts
- Layers inside a Layout
- 4.5Game Project Organization
- 4.6Comparing your code
- IVPart III: “Ubiquitous” Instructions
5Lesson 3: Layouts & Artwork.
- 5.1Importing Artwork
- From the Construct Manuals: How to avoid “JANK”
- ”Worldwide Internet user demographics”
- 5.2“Game Phase” Layouts
- 5.3HUD & Text Feedback
- How to increase your website’s readability by more than 50% — Serif vs Sans-Serif
- Using Web Fonts inside a Text Object
- 5.4User Keyboard Interfaces
- 5.5RPG IGM Story
- 5.6Comparing your code
6Lesson 4: Game Navigation.
- 6.1Inputs Controls — Gamepad, Keyboard, Mouse, & Touch
- 6.2Game Mechanics Structure
- 6.3Creating Game Mechanics “Events”
- 6.4Creating Game Mechanics “Actions”
- 6.5Finishing this Game’s Prototype
- 6.5.1> Layout Transitions
- 6.6Comparing your code
7Lesson 5: Game Loop Management
- 7.1Pre-Combat Management
- 7.2Game Mechanics — Data
- 7.3How Combat Commands Work …
- 7.4“Bull-et … in a China Shop”
- 7.4.1> Using Angles in Construct
- 7.5Comparing your code
8Lesson 6: The “Play” must go on!
- 8.1Inspecting the Map Boundaries
- 8.2Game Consolidation Options
- 8.2.1> Option 6-1 Merge game projects OR
- 8.2.2> Option 6-2 Linking both game projects OR
- 8.2.3> Option 6-3 Insert using C3 iFrame
- 8.2.4> Headless Game Design
- 8.3ARRA v15 IGM Deployments
- 8.43D IGM Practicum
- 8.5Comparing your code
9Lesson 7: “Lost & Won” Scene(s)!
- VPart IV — Multi-Avatar Game Design
10Lesson 8 MMoRPG Design
- Game Flow Phases for any Multi-Player Gaming Session!
- 10.1MMoRPG Design Considerations
- Animated Avatars (with Download example)
- 10.1.1> Human Reaction Timing
- (Quoted) “Reaction Time Statistics”
- 10.1.2> FYI Network Infrastructures
- 10.1.3> Deeper Dive: Testing MMoGs Locally
- 10.1.4> WebSockets Utilized in Multi-Player Games
- 10.1.5> Prevent cheating?
- Local input prediction
- 10.2“Multi-Players with Multiple Avatars” (MPMA) Teams
- 10.3MMoG Logon Layout
- 10.3.1> “es_mmog_Logon”
- 10.4“es_mmog_Signalling”
- 10.4.1> MMoG Logon Sequence
- 10.5“es_mmog_HOST”
- 10.5.1> “How does it work?”
- 10.5.2> Deeper Dive: “HOST’s” Bandwidth Requirements
- 10.5.3> Precision Guidelines
- 10.5.4> “Authoritative Events”
- 10.5.5> Authoritative Event — Allocate Monsters
- 10.5.6> Authoritative Event — Allocate Treasures
- 10.5.7> Authoritative Event — Character Controls
- 10.5.8> Authoritative Event — Monster AI
- 10.5.9> Peer management
- 10.5.10> Peer management — On Peer Connected
- 10.5.11> Peer management — Defeat Monsters
- 10.5.12> Peer management — Health, Healing, Re-spawning?
- 10.5.13> Peer management — Update Positions & Inputs
- 10.6“es_mmog_PEER”
- 10.6.1> “Monster Defeated”
- 10.6.2> “On Peer Created”
- 10.6.3> “Prepare to Send Status”
- 10.6.4> Input States
- 10.7“es_mmog_Common”
- 10.7.1> “Message Logging” (Optional)
- 10.7.2> “Animation States” (Optional)
- 10.7.3> “Debug & Trouble Shooting” Reports (Optional)
- 10.8Comparing your code
- VIPart V: Developer’s Guide
11Adding Unique Features.
- 11.1Construct Game Services
- 11.2“Single-Player with Multi-Avatars” (SPMA) Team(s)
- 11.3“Play Again?”
- 11.3.1> Reset Specific Global Variables.
- 11.4Game Count-down Timers
- 11.5How to Install Additional Combat Engines
- 11.6Using “Families”
- Performance Tips, for Families, Behaviors & Animations.
- 11.7Choosing Supported Languages
- 11.8Integrating Which Languages?
- 11.8.1> Internet Language Comparisons.
- Content languages market position report.
- 11.8.2> How To Integrate Languages?
- 11.8.3> Organizing “Language.JSON” files
12Event Sheets Reviewed
- 12.1Game Administration
- 12.1.1> Rating “Cloud Saves”
- 12.1.2> Gamer’s Configuration — “es_gameConfig”
- 12.2CMS Event Sheets
- 12.2.1> es_Splash
- Language Info & Selection Group
- 12.2.2> es_Menu
- 12.2.3> es_Credits
- 12.2.4> Business Services
- 12.2.5> es_endScores
- 12.2.6> es_Tutorial
- 12.3Game Play Event Sheets
- 12.3.1> RPG Exploration Phase — “es_Chamber”
- 12.3.2> Bonus Combat Engine #2 — “es_ce2_SPSA”
- 12.3.3> “1st Person” gameplay! — the “es_Entry Gate”
- 12.3.4> Avatar’s Management Phase — “es_Inventory”
- 12.4es_Common Event Sheet
- 12.4.1> Allocate Monsters Function
- 12.4.2> Allocate Treasure Function
- 12.4.3> Generate Avatar(s) — workshop exercise
- 12.4.4> Generate Monster(s) Function
- 12.4.5> HUD Administration Function
- 12.4.6> Post Monsters Function
- 12.4.7> Post Treasures Function
- 12.4.8> Preparing HUD Text Function
- 12.4.9> Room Administration Function
- VIIStarting Your Own Game Studio!
13Lesson 9: One “Template” to Rule them all …
14Lesson 10: Changing Game Perspectives
15Lesson 11: Exchanging Artwork Capstone
- 15.1Exchanging Backgrounds
- 15.2Exchanging “Avatars” for “Troop Battalions”
- 15.3Exchanging “Avatars” for “Small Teams”
- 15.4“Battle of Helm’s Deep”!
- 15.5Secret Agent
- 15.6Goblin Raiders
- 15.7Special Forces Patrols
- 15.8WWII Bomber Squadrons
- 15.9RPG Avatar Generator
- 15.10The Death Star
- VIIIConclusion
16Workshop Certification Exams
- 16.1Certification Examination
- Quiz 1
17More Starter Kit Tutorials
- 17.1Further Information
18Appendix: “How to Start a WebSocket”
- 18.1Testing Your Browser
- Test sites:
- 18.2WebSocket Protocol Handshake
- 18.2.1> Deeper Dive: WebSocket API
- 18.3Sample Source Code: Client-side WebSocket
- 18.3.1>Step #1: Game
indexpage - 18.3.2>Step #2: Generate Event handlers
