Walk-Through Tutorial Series: The Ruins of Able-Wyvern™
Course Overview
- Learning Objectives
- Step-by-step lessons.
- Course Administration
- References:
- Game Artwork & Resources:
- IPart I: Concept & Design
1Lesson 1: The Game Design System™
- “The Ruins of Able-Wyvern™” — “Elevator Speech”
- 1.1Consistent Data Structure
- 1.2Design Considerations
- ”How to Succeed at Making One Game a Month”
- ACTUALLY START THE DAMN GAME …
- 1.3CMS, PWA, SWPA, or IGM?
- “Single Web-Page Application” (SWPA) as defined by MDN!
- 1.4FYI: Creating a CMS or PWA Version?
- Quote from “MDN Web Docs”
- 1.5“Replayability” — retaining “repeat customers”!
- > Deeper Dive: Solving Poor Replayability
- Expanding The “Replay Value” Of Games
- 1.6Part I Summary
- IIPart II: Production
2Lesson 2.2: Launching a C2 Game Project
- 2.1About Your Project:
- 2.2Project Settings:
- 2.3Configuration Settings
- 2.4Adding Game Phase Layouts
- Layers inside a Layout
- 2.5Game Project Organization
- 2.6Comparing your code
3Lesson 2.3: Launching a C3 Game Project
- 3.1About Your Project
- 3.2Project Settings: Color Theme, Start-up & Display
- 3.3C3 Advanced, Compatibility Settings, & Editor!
- 3.4Adding Game Phase Layouts
- Layers inside a Layout
- 3.5Game Project Organization
- 3.6Comparing your code
- IIIPart III: Ubiquitous Recipes
4Lesson 3: Layouts & Artwork
- 4.1Importing Artwork
- From the Construct Manuals: How to avoid “JANK”
- ”Worldwide Internet user demographics”
- 4.2“Game Phase” Layouts
- 4.3HUD & Text Feedback
- How to increase your website’s readability by more than 50% — Serif vs Sans-Serif
- Using Web Fonts inside a Text Object
- 4.4User Keyboard Interfaces
- 4.5RPG IGM Story
- 4.6Comparing your code
5Lesson 4: Game Navigation
- 5.1Inputs Controls — Gamepad, Keyboard, Mouse, & Touch
- 5.2Game Mechanics Structure
- 5.3Creating Game Mechanics “Events”
- 5.4Creating Game Mechanics “Actions”
- 5.5Finishing this Game’s Prototype
- > Layout Transitions
- 5.6Comparing your code
6Lesson 5: Game Loop Management
- 6.1Pre-Combat Management
- 6.2Game Mechanics — Data
- 6.3How Combat Commands Work …
- 6.4“Bull-et … in a China Shop”
- > Using Angles in Construct
- 6.5Comparing your code
7Lesson 6: The “Play” must go on!
- 7.1Inspecting the Map Boundaries
- 7.2Game Consolidation Options
- > Option 6-1 Merge game projects OR
- > Option 6-2 Linking both game projects OR
- > Option 6-3 Insert using C3 iFrame
- > Headless Game Design
- 7.3ARRA v15 IGM Deployments
- 7.43D IGM Practicum
- 7.5Comparing your code
8Lesson 7: “Lost & Won” Scene(s)!
- IVPart IV: Multi-Avatar Design
9Lesson 8: MMoRPG Design
- Game Flow Phases for any Multi-Player Gaming Session!
- 9.1MMoRPG Design Considerations
- Animated Avatars (with “Download example”)
- > Human Reaction Timing
- (Quoted) “Reaction Time Statistics”
- > FYI Network Infrastructures
- > Deeper Dive: Testing MMoGs Locally
- > WebSockets Utilized in Multi-Player Games
- > Prevent cheating?
- Local input prediction
- 9.2“Multi-Players with Multiple Avatars” (MPMA)
- 9.3Logon Layout
- > “es_mmog_Logon” Dedicated Event Sheet
- 9.4Signalling Group
- > The Signalling Logic Sequence
- > The Signalling Administration & Management
- > “es_mmog_Signalling” Dedicated Event Sheet
- 9.5“es_mmog_HOST” Dedicated Event Sheet
- > “How does it work?”
- > Deeper Dive: “HOST’s” Bandwidth Requirements
- > Precision Guidelines
- > “Authoritative Events”
- > Authoritative Event — Allocate Monsters
- > Authoritative Event — Allocate Treasures
- > Authoritative Event — Character Controls
- > Authoritative Event — Monster AI
- > Peer management
- > Peer management — On Peer Connected
- > Peer management — Defeat Monsters
- > Peer management — Health, Healing, Re-spawning?
- > Peer management — Update Positions & Inputs
- 9.6“es_mmog_PEER” Dedicated Event Sheet
- > “Monster Defeated”
- > “On Peer Created”
- > “Prepare to Send Status”
- > Input States
- 9.7“es_mmog_Common” Dedicated Event Sheet
- > “Message Logging” (Optional)
- > “Animation States” (Optional)
- > “Debug & Trouble Shooting” Reports (Optional)
- 9.8Comparing your code
- VPart V: Developer’s Guide
10Adding Unique Features
- 10.1Construct3 Game Services
- 10.2“Single-Player with Multi-Avatars” (SPMA) Team
- 10.3“Play Again?”
- > Reset Specific Global Variables.
- 10.4Game Count-down Timers
- 10.5How to Install Additional Combat Engines
- 10.6Using “Families”
- Performance Tips, for Families, Behaviors & Animations.
- 10.7Choosing Supported Languages
- > Internet Language Comparisons.
- Content languages market position report.
- > How To Integrate Languages?
- > Organizing “Language.JSON” files
11Event Sheets Reviewed
- 11.1Game Administration
- > Rating “Cloud Saves”
- > “es_gameConfig” — Gamer’s Configuration
- 11.2CMS Event Sheets
- > “es_Splash” — Splash Layout
- Language Info & Selection Group
- > “es_Menu” — Main Menu Layout
- > “es_Credits” — Credits & Acknowledgments Layout
- > Business Services
- > “es_endScores” — Game Finished Layout
- > “es_Tutorial” — Game Tutorial Layout
- 11.3Gameplay Event Sheets
- > “es_Chamber” — RPG Exploration Phase
- > “es_ce2_SPSA” — Bonus Combat Engine #2
- > “es_Entry Gate” — the “1st Person” gameplay!
- > “es_Inventory” —Avatar’s Management Phase
- 11.4“es_Common” Event Sheet
- > Allocate Monsters Function
- > Allocate Treasure Function
- > Generate Avatar(s) — workshop exercise
- > Generate Monster(s) Function
- > HUD Administration Function
- > Post Monsters Function
- > Post Treasures Function
- > Preparing HUD Text Function
- > Room Administration Function
- VIStarting Your Own Game Studio!
12Lesson 9: One “Template” to Rule them all …
13Lesson 10: Changing Perspectives
14Lesson 11: Capstone — Exchanging Artwork
- 14.1Exchanging Backgrounds
- 14.2Exchanging “Avatars” for “Troop Battalions”
- 14.3Exchanging “Avatars” for “Small Teams”
- 14.4“Battle of Helm’s Deep”!
- 14.5Secret Agent
- 14.6Goblin Raiders
- 14.7Special Forces Patrols
- 14.8WWII Bomber Squadrons
- 14.9RPG Avatar Generator
- 14.10The Death Star
- VIIConclusion
15Workshop Certification Exams
- 15.1Certification Examination
- Quiz 1
16More Starter Kit Tutorials
- 16.1Further Information
- Appendix
“How to Start a WebSocket”
- Testing Your Browser
- Test sites:
- WebSocket Protocol Handshake
- > Deeper Dive: WebSocket API
- Sample Source Code: Client-side WebSocket
- >Step #1: Game
indexpage - >Step #2: Generate Event handlers