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Adventurers of Renown™ - The Ruins of Able-Wyvern

A Walk-Through RPG Development Tutorial.

Embark on an exciting journey to create your very own Multi-Player Rogue-like RPG adventure with the detailed 'Ruins of Able-Wyvern'™ template. This immersive course offers a treasure trove of step-by-step game recipes tailored for both workshop participants and instructors, compatible with either version of Construct Gaming Framework. Dive into the art of crafting this enthralling quest and unlock innovative methods that can be used in a variety of formats and themes—whether as a captivating stand-alone single-page web application (SWPA) or as an engaging 'In-Game Module' (IGM) for your epic fantasy adventures. Join us and unleash your creativity!

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About

About

About the Book

Exclusive insights into the world of siloed RPG multiplayer trade secrets await you! 

Uncover practical methods for creating role-playing games in this expanded chapter from the Construct Game Starter Kit Collection. By the end of this student workbook, you will have a production pipeline ready to bring to life as many different RPG games as your imagination can conjure. This template, which I use in my game production studio, simplifies data-intensive operations for RPGs.

This workbook will guide you in creating several RPG game mechanics (GM) styles, either as stand-alone games or as 'Content-as-a-Service' (CaaS), using an innovative approach known as 'Headless Game Design.' We will explore game mechanics, combat engines, front-end display mechanisms, and development methods to launch customized language editions for Multi-Player teams.

You will also receive bonus content, downloadable resources, Construct source code examples for each lesson, game variation tweaks, and reference materials detailing what works and what doesn’t in game design. You can easily integrate these examples into your projects and customize them with your own artwork.

When you finish this workbook, you should have a fully functional RPG game prototype—not just a copy of my game, but your very own product using your gaming assets and artwork. This extraordinarily comprehensive guide provides: 

  • A supporting website is also available for downloading the bonus content included with your workbook purchase.
  • Lessons to customize your visions by using either Construct 2 or Construct 3 for stand-alone or 'In-Game Modules' (IGM) in Role-Playing Games (RPGs) with any background theme. Learn how to create single-player or multi-avatar RPG games entirely on the client side, without the need for a backend server! These games allow players to control multiple characters (aka avatars), enhancing the overall gaming experience with adventuring squads. The lesson on International Marketing can significantly boost your game sales by offering localized gameplay!
  • Live examples showcase both effective strategies and common pitfalls. Discover how to build a loyal fanbase and provide B2B licensed access within a "Syndicated Business Network" to develop bespoke modules and game expansions exclusively for "Syndication Affiliates." This has been my "Trade Secret" since 1997, leading to millions of game accesses!
  • You can automatically generate a variety of new quests with innovative editing tools. Additionally, integrate your RPGs with Interactive Fiction (IF) dialogues, "Adventure Book", Play-by-Mail (PBM), Play-by-eMail (PBeM) allowing players to engage in a variety of media. This feature adds depth and immersion to your RPGs, making them more engaging for players. You can also combine your RPGs with other game genres to create unique gaming experiences. Design your RPGs with varied styles of exchangeable "Conflict Resolution Modules."

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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

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

Course Overview

  1. Learning Objectives
  2. Step-by-step lessons.
  3. Course Administration
  4. References:
  5. Game Artwork & Resources:
  6. IPart I: Concept & Design

1Lesson 1: The Game Design System™

  1. “The Ruins of Able-Wyvern™” — “Elevator Speech
  2. 1.1Consistent Data Structure
  3. 1.2Design Considerations
  4. How to Succeed at Making One Game a Month
  5. ACTUALLY START THE DAMN GAME …
  6. 1.3CMS, PWA, SWPA, or IGM?
  7. “Single Web-Page Application” (SWPA) as defined by MDN!
  8. 1.4FYI: Creating a CMS or PWA Version?
  9. Quote from “MDN Web Docs
  10. 1.5“Replayability” — retaining “repeat customers”!
  11. > Deeper Dive: Solving Poor Replayability
  12. Expanding The “Replay Value” Of Games
  13. 1.6Part I Summary
  14. IIPart II: Production

2Lesson 2.2: Launching a C2 Game Project

  1. 2.1About Your Project:
  2. 2.2Project Settings:
  3. 2.3Configuration Settings
  4. 2.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 2.5Game Project Organization
  7. 2.6Comparing your code

3Lesson 2.3: Launching a C3 Game Project

  1. 3.1About Your Project
  2. 3.2Project Settings: Color Theme, Start-up & Display
  3. 3.3C3 Advanced, Compatibility Settings, & Editor!
  4. 3.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 3.5Game Project Organization
  7. 3.6Comparing your code
  8. IIIPart III: Ubiquitous Recipes

4Lesson 3: Layouts & Artwork

  1. 4.1Importing Artwork
  2. From the Construct Manuals: How to avoid “JANK”
  3. Worldwide Internet user demographics
  4. 4.2“Game Phase” Layouts
  5. 4.3HUD & 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. 4.4User Keyboard Interfaces
  9. 4.5RPG IGM Story
  10. 4.6Comparing your code

5Lesson 4: Game Navigation

  1. 5.1Inputs Controls — Gamepad, Keyboard, Mouse, & Touch
  2. 5.2Game Mechanics Structure
  3. 5.3Creating Game Mechanics “Events”
  4. 5.4Creating Game Mechanics “Actions”
  5. 5.5Finishing this Game’s Prototype
  6. > Layout Transitions
  7. 5.6Comparing your code

6Lesson 5: Game Loop Management

  1. 6.1Pre-Combat Management
  2. 6.2Game Mechanics — Data
  3. 6.3How Combat Commands Work
  4. 6.4“Bull-et … in a China Shop”
  5. > Using Angles in Construct
  6. 6.5Comparing your code

7Lesson 6: The “Play” must go on!

  1. 7.1Inspecting the Map Boundaries
  2. 7.2Game Consolidation Options
  3. > Option 6-1 Merge game projects OR
  4. > Option 6-2 Linking both game projects OR
  5. > Option 6-3 Insert using C3 iFrame
  6. > Headless Game Design
  7. 7.3ARRA v15 IGM Deployments
  8. 7.43D IGM Practicum
  9. 7.5Comparing your code

8Lesson 7: “Lost & Won” Scene(s)!

  1. IVPart IV: Multi-Avatar Design

9Lesson 8: MMoRPG Design

  1. Game Flow Phases for any Multi-Player Gaming Session!
  2. 9.1MMoRPG Design Considerations
  3. Animated Avatars (with “Download example”)
  4. > Human Reaction Timing
  5. (Quoted) “Reaction Time Statistics
  6. > FYI Network Infrastructures
  7. > Deeper Dive: Testing MMoGs Locally
  8. > WebSockets Utilized in Multi-Player Games
  9. > Prevent cheating?
  10. Local input prediction
  11. 9.2“Multi-Players with Multiple Avatars” (MPMA)
  12. 9.3Logon Layout
  13. > “es_mmog_Logon” Dedicated Event Sheet
  14. 9.4Signalling Group
  15. > The Signalling Logic Sequence
  16. > The Signalling Administration & Management
  17. > “es_mmog_Signalling” Dedicated Event Sheet
  18. 9.5“es_mmog_HOST” Dedicated Event Sheet
  19. > “How does it work?”
  20. > Deeper Dive: “HOST’s” Bandwidth Requirements
  21. > Precision Guidelines
  22. > “Authoritative Events”
  23. > Authoritative Event — Allocate Monsters
  24. > Authoritative Event — Allocate Treasures
  25. > Authoritative Event — Character Controls
  26. > Authoritative Event — Monster AI
  27. > Peer management
  28. > Peer management — On Peer Connected
  29. > Peer management — Defeat Monsters
  30. > Peer management — Health, Healing, Re-spawning?
  31. > Peer management — Update Positions & Inputs
  32. 9.6“es_mmog_PEER” Dedicated Event Sheet
  33. > “Monster Defeated”
  34. > “On Peer Created”
  35. > “Prepare to Send Status”
  36. > Input States
  37. 9.7“es_mmog_Common” Dedicated Event Sheet
  38. > “Message Logging” (Optional)
  39. > “Animation States” (Optional)
  40. > “Debug & Trouble Shooting” Reports (Optional)
  41. 9.8Comparing your code
  42. VPart V: Developer’s Guide

10Adding Unique Features

  1. 10.1Construct3 Game Services
  2. 10.2“Single-Player with Multi-Avatars” (SPMA) Team
  3. 10.3“Play Again?”
  4. > Reset Specific Global Variables.
  5. 10.4Game Count-down Timers
  6. 10.5How to Install Additional Combat Engines
  7. 10.6Using “Families”
  8. Performance Tips, for Families, Behaviors & Animations.
  9. 10.7Choosing Supported Languages
  10. > Internet Language Comparisons.
  11. Content languages market position report.
  12. > How To Integrate Languages?
  13. > Organizing “Language.JSON” files

11Event Sheets Reviewed

  1. 11.1Game Administration
  2. > Rating “Cloud Saves”
  3. > “es_gameConfig” — Gamer’s Configuration
  4. 11.2CMS Event Sheets
  5. > “es_Splash” — Splash Layout
  6. Language Info & Selection Group
  7. > “es_Menu” — Main Menu Layout
  8. > “es_Credits” — Credits & Acknowledgments Layout
  9. > Business Services
  10. > “es_endScores” — Game Finished Layout
  11. > “es_Tutorial” — Game Tutorial Layout
  12. 11.3Gameplay Event Sheets
  13. > “es_Chamber” — RPG Exploration Phase
  14. > “es_ce2_SPSA” — Bonus Combat Engine #2
  15. > “es_Entry Gate” — the “1st Person” gameplay!
  16. > “es_Inventory” —Avatar’s Management Phase
  17. 11.4“es_Common” Event Sheet
  18. > Allocate Monsters Function
  19. > Allocate Treasure Function
  20. > Generate Avatar(s) — workshop exercise
  21. > Generate Monster(s) Function
  22. > HUD Administration Function
  23. > Post Monsters Function
  24. > Post Treasures Function
  25. > Preparing HUD Text Function
  26. > Room Administration Function
  27. VIStarting Your Own Game Studio!

12Lesson 9: One “Template” to Rule them all …

13Lesson 10: Changing Perspectives

14Lesson 11: Capstone — Exchanging Artwork

  1. 14.1Exchanging Backgrounds
  2. 14.2Exchanging “Avatars” for “Troop Battalions”
  3. 14.3Exchanging “Avatars” for “Small Teams”
  4. 14.4“Battle of Helm’s Deep”!
  5. 14.5Secret Agent
  6. 14.6Goblin Raiders
  7. 14.7Special Forces Patrols
  8. 14.8WWII Bomber Squadrons
  9. 14.9RPG Avatar Generator
  10. 14.10The Death Star
  11. VIIConclusion

15Workshop Certification Exams

  1. 15.1Certification Examination
  2. Quiz 1

16More Starter Kit Tutorials

  1. 16.1Further Information
  2. Appendix

“How to Start a WebSocket”

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

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