Preface
- Distribution Permission
- Forewords
- Disclosures
- Disclaimer
- Workbook Content
- > For Amazon Patrons Only
- > About this Workbook
- > How to Read & Use this workbook:
- > Viewing the eBook:
- > External Links
- > References Used
- > Artificial Intelligence Solutions
- Your newly obtained skills …
- More Resources
- Programming Courses
- IPart I — Concept & Design
1“Code-less” Game Design
- Approaching Game Development
- Focusing Your Game
- 1.1Game Genres Defined
- GG Interactive — Game Design Course
- 1.2Demand for Abstract Games
- 1.3Game Delivery Modes
- > Mobile “In Apps Purchases” (IAP) ROI
- 1.4Game Tools & Generators
- > The Digital Ludeme Project
- > Ludii General Game System
2Project Management Overview
- 2.1Demo Game License
- 2.2Game Recipe™ just add Artwork, stir, & season to taste!
- 2.3Development:
- PBMCube Peg Solitaire™ — “Elevator Speech”
- 2.4Design:
- How Browser Games Load
- Deconstructing Gameplay
- > Deeper Dive: Putting Background Stories in the Wrong Place
- Seven Deadly Sins of Strategy Game Design
- 2.5Construct’s “Code-less” Encoding
- > Deeper Dive: Creating Display Mechanisms — a 4-Step method
3Starting a “Bump or Jump” To Capture Game
- “Strategy Games are Broken” by Jon Shafer
- 3.1Design Considerations
- > Following the herd? — Use expected “Conventions”
- 3.2Game Mechanics (GM) — Logic & Rules
- 3.3Game Mechanics (GM) — Data Structure
- > Deeper Dive: Undoing a Jump move?
- 3.4Game Framework Mechanisms (GFM)
- > Deeper Dive: Using D.R.Y. “Event Sheets” as “Includes”!
- 3.5Turn-based Gameplay
- > Deeper Dive: Multi-Player versions
- > Deeper Dive: Construct’s Multi-Player Plugin
4“Bump-To-Capture” (B2C) Concept & Design
5Part I: Conclusion
- How to Succeed at Making One Game a Month
- IIPart II: Starting C2 Production
- “ACTUALLY START THE DAMN GAME” …
6Lesson 1: C2 “Jump-To-Capture” Project
- 6.1About Your Project
- 6.2Project Settings:
- 6.3Configuration Settings
- 6.4Design Considerations: CMS, PWA, or SWPA?!
- > Creating a C2 SWPA Game Version?
- > Creating a C2 CMS or PWA Game Version?
- 6.5Season to Taste …
- 6.6Comparing your code
- IIIPart III: Starting C3 Production
- ACTUALLY START THE DAMN GAME …
7Lesson 1: C3 “Jump-To-Capture” Project
- 7.1About Your Project
- 7.2Project Settings: Color Theme, Start-up & Display
- 7.3Configuration Settings: Advanced & Editor
- 7.4Design Considerations: CMS, PWA, or SWPA?!
- > Creating a C3 SWPA Game Version?
- > Creating a C3 CMS or PWA Game Version?
- 7.5Season to Taste …
- 7.6Comparing your code
- IVPart IV: “Ubiquitous” Production
8Lesson 2: Layout & Navigation
- 8.1“Best laid schemes o’ mice an’ men” …
- 8.2Design Considerations
- 8.3Encoding Steps
- 8.4Deeper Dive: How to find language translations.
- 8.5Main Menu Navigation
- 8.6Encoding the Main Menu
- 8.7Comparing your code
9Lesson 3: J2C Gameboard, Holes, & Pegs
- 9.1Gameboard Construction
- 9.2Holes & Pegs
10Lesson 4: J2C AIBot & FSM
- 10.1Multiple Valid Destinations?
- JavaScript FSM Discussion
- > Deeper Dive: “AI Rule Engine” Design Pattern
- Refactoring Guidance for this Pattern
- Considerations for a “Rules Engine” Construction
- 10.2Just One of Many Possible Solutions
- > My recommendation …
- 10.3Comparing your code
11Deriving a “Chequers” game …
- 11.1History of Checkers
- 11.2Reviewing Our Competition
- 11.3Chequers Game Mechanics
- 11.4Chequers AIBot Management
- 11.5Checkers AI Resources
- 11.6Comparing your code
12Lesson 5: B2C Gameboards & Tiles
- 12.1Building a Hexagonal gameboard by …
- > Using Squares?
- > Using Hexagons!
- 12.2Building a “Grid-less” game …
- 12.3Building a “Squish” Movement System …
- ”Approach on making ‘Provinces’ in game’s world map?”.
- > The Tessellation Gameboard Recipe.
- > Easier Tessellations Using Construct Sprite frames
- 12.4Gameboard Customization Tool
- Using Sprites instead of Tiled Backgrounds
13Lesson 6: B2C AIBot, Captures, & FSM
- 13.1“Making your own AIBot”
- Improved “Dice Wars” AI by Chris Raff
- 13.2Capturing Tokens
- 13.311 Combat Systems & counting …
- > Simple 5-second Comparison
- > Combat Systems with Narrative
- > “Match3” Combat System
- > “Guitar Hero” Defensive Combat System
- > “Sequence Reveal” Combat System
- > “Rock, Paper, Scissors” Combat System
- > Magic Combat System
- > “Click & Timing” Combat System
- > “Doom & Wolfenstein” (1st Person) Combat System
- > “Las Vegas-Style” Combat Systems
- > Historic Example
14Let’s Start SIMPLE EinStein …
- 14.1Gameboard & Tokens
- 14.2Dice Tokens
- 14.3Deeper Dive: AIBot Analysis
- 14.4B2C Captures, Collisions, FSM, & Game Turns
- > Single Player (Blue) vs. AIBot (Red)
- 14.5“EWN” expanded variants
15Deriving a “Chess Variant Game”
- 15.1My B2C Elevator Speech
- Rulers of Renown™ Gaming Series
- 15.2War Lord Tourney™ Prototype
- VStarting Your Game Studio!
16One “GM” to Rule them all!
17Capstone “Practicum”
- D.R.Y. Speed Limit — 5 GPH (Games Per Hour)!
- 17.1The“Jump-To-Capture” (J2C) Game Zoo
- > LeapFrog
- > Fox & Geese
- > Fox, Hares, Hounds, Wolf, & Sheep
- > Three Musketeers
- > Hnefatafl
- > “Blue & Gray” — a J2C US Civil War game
- 17.2“Bump-To-Capture” (B2C) Game Variations
- > Stratego
- > Feudal
- > B2C Strategy Wargames
- Gameplay and Additional Restrictions:
- Victory conditions:
- > B2C Popular Political Conflicts
- VIWhat’s next?
- “How to publish a game on the web??”
18Game Distribution & Marketing
- 18.1Introduction: 8-Step Deployment Method.
- 18.2Port to a Console
- 18.3Selling Directly — The Advantages
- Shareably (SBLY) looking to rent your games
- 18.4Book Review Protocol
- 18.5Tell the world about your game!
19Conclusion
- Appendix
36 “Jump-To-Capture” Variants!
More Resources …
- “You don’t know JS Yet” by Kyle Simpson
- Construct Demos
Appendix: Game Developer Tool Kits
- Artwork Resources
- Selling your Game Artwork & Assets
- JavaScript Garden