Preface
- Distribution Permission
- Forewords
- Disclosures
- Disclaimer
- Workbook Content
- > For Patrons from Amazon and other Book Distributors
- > About this Workbook
- > How to Read & Use this workbook:
- > Viewing the eBook:
- > External Links
- > References Used
- Your newly obtained skills …
- Programming Courses
- IMaking “Innovative” TD Games
1Introduction to Game Design
- 1.1Approaching Game Development
- 1.2Focusing Your Game
- 1.3Developing Storylines & Gamer’s Avatar
- 1.4Designing The “User Interface” (UI)
- 1.5Formulating “Good” Gameplay
- 1.6Developing The Logic
- 1.7Writing The Source Code
- 1.8Checking For Errors
- 1.9Preparing For Distribution
2“Tower Defense” Concepts & Design
- 2.1Our Goal
- 2.2Typical TD Gaming Features
- 2.3TD Historical Evolution
- Com2US listed on KOSDAQ
- Atari’s Rampart (circa 1990) — See Appendix —
- 2.4TD Artwork & Development Kits
- > FREE “Ultimate Tower Defense” v2.0 Template
- 2.5Reviewing the TD Gaming Market
- > Top TD Competitors’ Games
- 2.6Game Mechanics (GM) — Logic & Rules
- “Looking for any tower defense that allows free “mazing” (sic. map editor!).
- > Participation Modes
- > Perspective Modes
- > Gameboard Development
- 2.7Game Mechanics (GM) — Data Structure
- 2.8Game Framework Display Mechanisms
- 2.9Innovative Feature Recommendations
- 2.10Conclusion: “What & How”
- IIPart II: Starting a C2 Project
- “ACTUALLY START THE DAMN GAME” …
3Lesson 1: C2 “TD” Project
- 3.1About Your Project
- 3.2Project Settings:
- 3.3Configuration Settings
- 3.4Design Considerations: CMS, PWA, or SWPA?!
- > Creating a C2 SWPA Game Version?
- > Creating a C2 CMS or PWA Game Version?
- > CMS edition
- 3.5Season to Taste …
- 3.6Comparing your code
- IIIPart III: Starting a C3 Project
- “ACTUALLY START THE DAMN GAME” …
4Lesson 1: C3 “TD” Project
- 4.1About Your Project
- 4.2Project Settings: Color Theme, Start-up & Display
- 4.3Configuration Settings
- 4.4Design Considerations: CMS, PWA, or SWPA?!
- > Creating a C3 SWPA Game Version?
- > Creating a C3 CMS or PWA Game Version?
- > CMS edition
- 4.5Season to Taste …
- 4.6Comparing your code
- IVPart IV: Production
5Tower Defense (TD) Gaming Series
- 5.1Game Descriptions
- 5.2TD Gaming Series — “Elevator Speech”
6A “Typical” TD Game Mechanics
- 6.1Required TD Foundation
- 6.2Gameplay Layout
- > User Interface (UI)
- > Background Theme
- > Deeper Dive: “Tiled Background” Design Consideration
- 6.3Gameplay Event Sheet
- > Global Variables
- > Event #1 “On start of layout”
- > Events #2 To #9 — AIBot controller
- > Events #10 To #14 — AI turret control
- 6.4Comparing your code
7Adding “Innovative” TD Features
- 7.1(Optional) Configuration Layout
- 7.2Generating Dynamic Paths & “Mazes”
- > Using “Tilemaps”
- > Generating Random Mazes
- > Multiple Entrances with Single Destination
- > Multiple Entrances & Destinations
- > Advanced “A*” Open Pathfinding
- 7.3TD Map Editor!
- 7.4Elite & “Boss” Units Group
- 7.5Power Up Management Group
- 7.6Elite Defensive Turrets Group
- 7.7“Bi-directional” — Multi-Player Gameplay Group!
- 7.8Changing Game Perspectives Group
- VPart V: TD Templates
- Historical:
- Fantasy:
- Innovative:
8US Civil War — “Battle of the Crater™”
- 8.1Design Considerations
- > Historical References
- 8.2Gameplay Layout
- > User Interface (UI)
- > Background Theme
- IX CORPS • Army of the Potomac (“flags”)
- 8.3Gameplay Event Sheet
- > Global Variables
- > Event #1 “On start of layout”
- > Events #3 To #23 AIBot Controller
- > Event #25 To #37 AI CSA Fire Control
- > Event #41 To #51 User Interface (Taps & Clicks)
- > Event #52 To #60 User Interface (roll-overs)
- > Event #61 To #76 Supporting Functions
- 8.4Comparing your code
9“Maginot Line Defense™”
- 9.1Design Considerations — “Bi-directional” TD
- > Prohibited Gaming Symbols & Icons
- > Historical References
- > Published “Wargame” References
- 9.2Game Flow Sequence & Layouts
- > User Interface (UI)
- > Background Theme
- 9.3Gameplay Event Sheet
- > Global Variables
- > Event #1 “On start of layout”
- > Event #2 “Game Exit” (Quit!)
- > Events #3 to #77 — Game Mechanics (GM) Groups
- Refactoring vs. Rewriting:
- > Events #3 to #22 — AIBot Controller
- > Optional Behavior Design for German Regiments!
- > Events #23 to #29 — AIBot Fire Control
- > Events #40 to #42 — AIBot Panzer Combat Control
- > Events #43 to #53 — UI Taps & Clicks
- > Events #54 to #62 — UI Touch & Roll-over
- > Events #63 to #77 — Supporting Functions
- 9.4Comparing your code
10“Helm’s Deep” — Lord of the Rings!
- 10.1Design Considerations
- ”Battle of the Hornburg” Summary
- > Published References
- > Published Games
- > Terrain Features and Battle’s Timeline
- > Additional Innovations …
- 10.2Gameplay Layout
- > User Interface (UI)
- > Background Theme
- 10.3Gameplay Event Sheet
- > Global Variables
- Refactoring vs. Rewriting:
- > Overview of “Game Mechanics” (GM) Groups
- > Event #1 to #3 — “On start of layout”
- > Events #4 to #8 — Saruman’s Berserk Bomber
- > Events #9 to #16 — King Théoden’s Sortie
- > Events #17 to #23 — Gandalf & Rohirrim Cavalry
- > Events #25 to #35 — (Optional) Dunlendings Regiments
- > Events #36 to #38 — Saruman’s Regiments Generation
- > Events #39 to #42 — AI Missile Fire Control
- > Events #58 to #68 — UI Taps & Clicks
- > Events #69 to #77 — UI Touch & Roll-over
- 10.4Comparing your code
11“ANTI” Tower Defense
- 11.1Design Considerations
- > Target Audience
- ”How to choose video games for children”
- > Basic Foundation Structure
- > Game Perspectives
- > Gameboard “Maze”
- Where did Gingerbread come from?
- > Artwork & Animation
- 11.2Gameplay Sequence & Layouts
- 11.3Game Mechanics (GM) Data Structure
- > Deeper Dive: How “MT” works …
- > Design Option — Reducing Memory Footprint
- Refactoring vs. Rewriting:
- 11.4Layout “Encounters” — Prototype Combat Engines
- 11.5User Interface (UI)
- 11.6Background Theme
- 11.7Event Sheets
- ”Dynamic Mini-Quests”
- > Main Menu — “
CMS > es_MainMenu“ - > Play — “
es_Play“ - > Travel Corridor — “
es_travelCorridors“ - ”Adventurers of Renown Quests Editor™” (ARQE)
- > Licensed Maze IGM — “
es_dynaSQGrid“ - > Final Encounter — “
es_finalEnc“ - 11.8Comparing your code
- VIStarting Your Game Studio!
12One “GM” to Rule them all!
13Capstone “Practicum”
- D.R.Y. Speed Limit — 5 GPH (Games Per Hour)!
- 13.1Reality Themes!
- 13.2Historical Themes!
- > “Battle of Little Big Horn” — aka “Custer’s Last Stand”
- > “Luftwaffe” Raids
- > Battle of the Bulge
- > Napoleon at “Borodino”
- > Napoleon at “Waterloo”
- > Battle of Agincourt
- > Battle of the Alamo
- 13.3Fantasy Themes
- > Chronicles of Narnia — The Last Battle
- > Battle of the Five Armies (Lord of the Rings)
- Gameplay
- 13.4ANTI-Tower Defense Themes
- > Death Star (Star Wars)
- Pre-existence Death Star Game Editions
14What’s next?
- “How to publish a game on the web??”
- 14.1Game Distribution & Marketing
- 14.2Introduction: 8-Step Deployment Method.
- 14.3Port to a Console
- 14.4Selling Directly — The Advantages
- Shareably (SBLY) looking to rent your games
- 14.5Book Review Protocol
- 14.6Tell the world about your game!
15Conclusion
- Appendix — Reviving Former TD Games
- Refactoring vs. Rewriting:
Atari’s Ramparts (circa. 1990)
- My Construct Version …
Desktop Tower Defense
- My Construct Version …
Flash Elements TD
- Construct’s “Elements TD” Version