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Material for Walk Through Tutorial Series: The Ruins of Able-Wyvern™

Code-less Game Construction Using Construct 2 or Construct 3

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Author

About the Author

Stephen Gose

Avatar is an adorable cartoon sketch of my wife. My 48th anniversary is this coming Sept 1, 2026!

Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly related work for the Internet backbones in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA. 

He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland, and an M.B.A. in International Management from Liberty University.

He is currently pursuing his Th.D. He has been a licensed minister since 1972 and a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983. 

In his spare time(?), Steve enjoys creating online casual games, software engineering, and managing his online gaming businesses. 

My driving theme: "Always stay humble and kind"

His website is: https://www.Stephen-Gose.com/

His game showcase is: http://www.renown-games.com

His theology website: http://kingdomofgodprinciples.com/

Game Support Site: http://makingbrowsergames.com/

Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/

Contents

Table of Contents

IWalk-Through Tutorial Series: The Ruins of Able-Wyvern™

1Course Overview

  1. 1.1Learning Objectives
  2. 1.2Step-by-step lessons.
  3. 1.3Course Administration
  4. 1.4References:
  5. 1.5Game Artwork & Resources:
  6. IIPart I: Concept & Design

2Lesson 1: The Game Design System™

  1. “The Ruins of Able-Wyvern™” — “Elevator Speech
  2. 2.1Consistent Data Structure
  3. 2.2Design Considerations
  4. How to Succeed at Making One Game a Month
  5. ACTUALLY START THE DAMN GAME …
  6. 2.3CMS, PWA, SWPA, or IGM?
  7. “Single Web-Page Application” (SWPA) as defined by MDN!
  8. 2.4FYI: Creating a CMS or PWA Version?
  9. Quote from “MDN Web Docs
  10. 2.5“Replayability” — retaining “repeat customers”!
  11. 2.5.1> Deeper Dive: Solving Poor Replayability
  12. Expanding The “Replay Value” Of Games
  13. 2.6Part I Summary
  14. IIIPart II: Production

3Lesson 2.2: Launching a C2 Game Project

  1. 3.1About Your Project:
  2. 3.2Project Settings:
  3. 3.3Configuration Settings
  4. 3.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 3.5Game Project Organization
  7. 3.6Comparing your code

4Lesson 2.3: Launching a C3 Game Project

  1. 4.1About Your Project
  2. 4.2Project Settings: Color Theme, Start-up & Display
  3. 4.3C3 Advanced, Compatibility Settings, & Editor!
  4. 4.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 4.5Game Project Organization
  7. 4.6Comparing your code
  8. IVPart III: “Ubiquitous” Instructions

5Lesson 3: Layouts & Artwork.

  1. 5.1Importing Artwork
  2. From the Construct Manuals: How to avoid “JANK”
  3. Worldwide Internet user demographics
  4. 5.2“Game Phase” Layouts
  5. 5.3HUD & Text Feedback
  6. How to increase your website’s readability by more than 50% — Serif vs Sans-Serif
  7. Using Web Fonts inside a Text Object
  8. 5.4User Keyboard Interfaces
  9. 5.5RPG IGM Story
  10. 5.6Comparing your code

6Lesson 4: Game Navigation.

  1. 6.1Inputs Controls — Gamepad, Keyboard, Mouse, & Touch
  2. 6.2Game Mechanics Structure
  3. 6.3Creating Game Mechanics “Events”
  4. 6.4Creating Game Mechanics “Actions”
  5. 6.5Finishing this Game’s Prototype
  6. 6.5.1> Layout Transitions
  7. 6.6Comparing your code

7Lesson 5: Game Loop Management

  1. 7.1Pre-Combat Management
  2. 7.2Game Mechanics — Data
  3. 7.3How Combat Commands Work
  4. 7.4“Bull-et … in a China Shop”
  5. 7.4.1> Using Angles in Construct
  6. 7.5Comparing your code

8Lesson 6: The “Play” must go on!

  1. 8.1Inspecting the Map Boundaries
  2. 8.2Game Consolidation Options
  3. 8.2.1> Option 6-1 Merge game projects OR
  4. 8.2.2> Option 6-2 Linking both game projects OR
  5. 8.2.3> Option 6-3 Insert using C3 iFrame
  6. 8.2.4> Headless Game Design
  7. 8.3ARRA v15 IGM Deployments
  8. 8.43D IGM Practicum
  9. 8.5Comparing your code

9Lesson 7: “Lost & Won” Scene(s)!

  1. VPart IV — Multi-Avatar Game Design

10Lesson 8 MMoRPG Design

  1. Game Flow Phases for any Multi-Player Gaming Session!
  2. 10.1MMoRPG Design Considerations
  3. Animated Avatars (with Download example)
  4. 10.1.1> Human Reaction Timing
  5. (Quoted) “Reaction Time Statistics
  6. 10.1.2> FYI Network Infrastructures
  7. 10.1.3> Deeper Dive: Testing MMoGs Locally
  8. 10.1.4> WebSockets Utilized in Multi-Player Games
  9. 10.1.5> Prevent cheating?
  10. Local input prediction
  11. 10.2“Multi-Players with Multiple Avatars” (MPMA) Teams
  12. 10.3MMoG Logon Layout
  13. 10.3.1> “es_mmog_Logon”
  14. 10.4“es_mmog_Signalling”
  15. 10.4.1> MMoG Logon Sequence
  16. 10.5“es_mmog_HOST”
  17. 10.5.1> “How does it work?”
  18. 10.5.2> Deeper Dive: “HOST’s” Bandwidth Requirements
  19. 10.5.3> Precision Guidelines
  20. 10.5.4> “Authoritative Events”
  21. 10.5.5> Authoritative Event — Allocate Monsters
  22. 10.5.6> Authoritative Event — Allocate Treasures
  23. 10.5.7> Authoritative Event — Character Controls
  24. 10.5.8> Authoritative Event — Monster AI
  25. 10.5.9> Peer management
  26. 10.5.10> Peer management — On Peer Connected
  27. 10.5.11> Peer management — Defeat Monsters
  28. 10.5.12> Peer management — Health, Healing, Re-spawning?
  29. 10.5.13> Peer management — Update Positions & Inputs
  30. 10.6“es_mmog_PEER”
  31. 10.6.1> “Monster Defeated”
  32. 10.6.2> “On Peer Created”
  33. 10.6.3> “Prepare to Send Status”
  34. 10.6.4> Input States
  35. 10.7“es_mmog_Common”
  36. 10.7.1> “Message Logging” (Optional)
  37. 10.7.2> “Animation States” (Optional)
  38. 10.7.3> “Debug & Trouble Shooting” Reports (Optional)
  39. 10.8Comparing your code
  40. VIPart V: Developer’s Guide

11Adding Unique Features.

  1. 11.1Construct Game Services
  2. 11.2“Single-Player with Multi-Avatars” (SPMA) Team(s)
  3. 11.3“Play Again?”
  4. 11.3.1> Reset Specific Global Variables.
  5. 11.4Game Count-down Timers
  6. 11.5How to Install Additional Combat Engines
  7. 11.6Using “Families”
  8. Performance Tips, for Families, Behaviors & Animations.
  9. 11.7Choosing Supported Languages
  10. 11.8Integrating Which Languages?
  11. 11.8.1> Internet Language Comparisons.
  12. Content languages market position report.
  13. 11.8.2> How To Integrate Languages?
  14. 11.8.3> Organizing “Language.JSON” files

12Event Sheets Reviewed

  1. 12.1Game Administration
  2. 12.1.1> Rating “Cloud Saves”
  3. 12.1.2> Gamer’s Configuration — “es_gameConfig”
  4. 12.2CMS Event Sheets
  5. 12.2.1> es_Splash
  6. Language Info & Selection Group
  7. 12.2.2> es_Menu
  8. 12.2.3> es_Credits
  9. 12.2.4> Business Services
  10. 12.2.5> es_endScores
  11. 12.2.6> es_Tutorial
  12. 12.3Game Play Event Sheets
  13. 12.3.1> RPG Exploration Phase — “es_Chamber”
  14. 12.3.2> Bonus Combat Engine #2 — “es_ce2_SPSA”
  15. 12.3.3> “1st Person” gameplay! — the “es_Entry Gate”
  16. 12.3.4> Avatar’s Management Phase — “es_Inventory”
  17. 12.4es_Common Event Sheet
  18. 12.4.1> Allocate Monsters Function
  19. 12.4.2> Allocate Treasure Function
  20. 12.4.3> Generate Avatar(s) — workshop exercise
  21. 12.4.4> Generate Monster(s) Function
  22. 12.4.5> HUD Administration Function
  23. 12.4.6> Post Monsters Function
  24. 12.4.7> Post Treasures Function
  25. 12.4.8> Preparing HUD Text Function
  26. 12.4.9> Room Administration Function
  27. VIIStarting Your Own Game Studio!

13Lesson 9: One “Template” to Rule them all …

14Lesson 10: Changing Game Perspectives

15Lesson 11: Exchanging Artwork Capstone

  1. 15.1Exchanging Backgrounds
  2. 15.2Exchanging “Avatars” for “Troop Battalions”
  3. 15.3Exchanging “Avatars” for “Small Teams”
  4. 15.4“Battle of Helm’s Deep”!
  5. 15.5Secret Agent
  6. 15.6Goblin Raiders
  7. 15.7Special Forces Patrols
  8. 15.8WWII Bomber Squadrons
  9. 15.9RPG Avatar Generator
  10. 15.10The Death Star
  11. VIIIConclusion

16Workshop Certification Exams

  1. 16.1Certification Examination
  2. Quiz 1

17More Starter Kit Tutorials

  1. 17.1Further Information

18Appendix: “How to Start a WebSocket”

  1. 18.1Testing Your Browser
  2. Test sites:
  3. 18.2WebSocket Protocol Handshake
  4. 18.2.1> Deeper Dive: WebSocket API
  5. 18.3Sample Source Code: Client-side WebSocket
  6. 18.3.1>Step #1: Game index page
  7. 18.3.2>Step #2: Generate Event handlers

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