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 …
- 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
2Combat Engine Designs
- Challenges for Game Designers
- 2.1Engine Considerations
- > Determining Successful “Hits”
- > Determining Inflicted Damage
- > Combination Experiments
- > “Now What!” — Answering Our Question #3
- > Summary
- 2.2So, Give Me Some Space …
- “The Four Virtues of a good tactical turn-based combat system”
- > Deeper Dive: Melee Weapons
- > Deeper Dive: Ranged Weapons
- 2.3Rules of Engagement: Take 5 paces, turn and …
- 2.4Yo bro, give me some skin …
- > Creating an Avatar’s Visuals
- > Creating an Avatar’s metadata
- 2.5Been there … done that …
- 2.6Finite State Machines (FSM)
- > FSM Resolving Combat Outcomes
- > FSM Resolving AI behaviors
- 2.7Recursive World Feedback
- > Probability Data Tables
3Project Management Overview
- 3.1“Loose lips sink ships” … and revenues!
- 3.2Game Recipe™ just add Artwork, stir, & season to taste!
- > Conflict Resolution & Victory
- > Deeper Dive: Developer’s Right or Left-handed Bias?
- 3.3Development:
- > Step #1: Understanding “Human Limitations” & Requirements
- Reaction Time Statistics
- Get in and get out!
- > Step #2: The “Elevator Speech” & Description
- “Elevator Speech”
- 3.4Design:
- How Browser Games Load
- Deconstructing Gameplay
- > Deeper Dive: Putting Background Stories in the Wrong Place
- Seven Deadly Sins of Strategy Game Design
- 3.5Construct’s “Code-less” Encoding
- > Deeper Dive: Creating Display Mechanisms — a 4-Step method
4Part I: Conclusion
- How to Succeed at Making One Game a Month
- IIPart II: Starting a C2 Production
- “ACTUALLY START THE DAMN GAME” …
5C2 “Combat Engine” Project
- 5.1About Your Project
- 5.2Project Settings:
- 5.3Configuration Settings
- 5.4Design Considerations: CMS, PWA, or SWPA?!
- > Creating a C2 SWPA Game Version?
- > Creating a C2 CMS or PWA Game Version?
- 5.5Season to Taste …
- 5.6Comparing your code
- IIIPart III: Starting a C3 Production
- ACTUALLY START THE DAMN GAME …
6C3 “Combat Engine” Project
- 6.1About Your Project
- 6.2Project Settings: Color Theme, Start-up & Display
- 6.3Configuration Settings: Advanced & Editor
- 6.4Design Considerations: CMS, PWA, or SWPA?!
- > Creating a C3 SWPA Game Version?
- > Creating a C3 CMS or PWA Game Version?
- 6.5Season to Taste …
- 6.6Comparing your code
- IVPart IV: Combat Engines (CE)
- How to Use this Collection
- Combat Engine License
7CE #1 — “5-Second Comparison”
- 7.1Developer’s Guide
- > Gameplay Flow
- > The Workhorse — “
es_ce1Config”! - > Keyboard commands
- > Supporting Functions
- > Upload Saved Avatars
- >“In-Game Module” (IGM) Example
- 7.2Construct Source Code
- > Bonus Card Game — “Black Jack” (IGM)
8CE #2 — “Minimal Narratives”
- 8.1Developer’s Guide
- > Client/Server — HTML, W3CSS, JQuery, AJAX, & PHP Source Code
- > Client-side — Construct Source Code
- 8.2Construct Source Code
- > Bonus RPG IGM — “The Blood Pit Arena”™
9CE #3 — “Original Standard Module”
- 9.1Developer’s Guide
- 9.2Construct Source Code
10CE #4 — “Match3”
- 10.1Developer’s Overview
- Developer’s Notes Quoted from “
es_IGM” - 10.2Construct Source Code
11CE #5 — “Guitar Hero”
- 11.1Design Options …
- 11.2Developer’s Overview
- 11.3Construct Source Code
- > Bonus Racing Games
12CE #6 — “Rock, Paper, Scissors” (RPS)
- 12.1Developer’s Overview
- 12.2Construct Source Code
13CE #7 — “Astral & Cosmic Magic”
- 13.1Developer’s Overview
- 13.2Construct Source Code
14CE #8 — “Click Fest”
- 14.1Construct Source Code
15CE #9 — “En Gard”
- 15.1Developer’s Overview
- 15.2Construct Source Code
- VCE#9 Developer’s Guide
16Design Overview Topics
- 16.1Gameplay Flow
- > “Game Clicked” Phase
- > “Boot & Load” Phases
- > “Splash / Language” Phase
- How Languages Got Their Directionality by Steph Koyfman April 28, 2021
- Right-To-Left Languages
- Top-To-Bottom Languages
- Content languages market position report.
- Multi-Player Login
- > “Game Lobby” Phase
- > “Play” Phase
- > “Game Finished” Phase
- 16.2Navigation
- 16.3Game Perspectives
- 16.4Adding Your Bespoke Gaming Features
- 16.5Player Participation Modes
- 16.6Multi-Player Roles
17Layouts & Event Sheets
- 17.1“Swordplay” Layout
- > “
es_Common” Event Sheet - > “
es_swordPlay” Event Sheet - 17.2Administration Folders
- > “
AdminConfig” Layout - > “
es_adminConfig” Event Sheet - 17.3CMS Folders
- Business Related Services
- Sample “Splash / Language” Layout
- > Sample “
es_splashLang” Event Sheet - “Main Menu” Layout
- > “
es_mainMenu” Event Sheet - “Credits” (internal) Layout
- > “
es_Credits” Event Sheet - Gamer’s “Options” Layout
- > “
es_options” Event Sheet - “Help” (internal) Layouts
- > “
es_help” Event Sheet - 17.4Multi-Player Folders
- MMoG Login Layout
- > “
es_mmog_Logon” Event Sheets - > (Include) “
es_mmog_Signalling” Event Sheet - > (Include) “
es_mmog_Host” Event Sheet - > (Include) “
es_mmog_Peer” Event Sheet - > (Include) “
es_mmog_Common” Event Sheet - “Game Lobby” Sample Layout
- Optional Game Lobby (Group Sample)
- MMoG “
Prepare To Duel” Layout - > “
es_prepToDuel” Event Sheet - “Tavern Brawl” Layout
- MMoG Fight Layout
- > “
es_mmog_Fight” Event Sheet - MMoG Won & Lost Layout
18CE #10 — “1st Person”
- 18.1Developer’s Overview
- 18.2Construct Source Code
19CE #11 — “Wheel of Fate”
- 19.1Developer’s Overview
- 19.2Construct Source Code
20CE #12 — “Slot Machine”
- 20.1Developer’s Overview
- 20.2Construct Source Code
21What’s next?
- “How to publish a game on the web??”
- 21.1Game Distribution & Marketing
- 21.2Introduction: 8-Step Deployment Method.
- 21.3Port to a Console
- 21.4Selling Directly — The Advantages
- Shareably (SBLY) looking to rent your games
- 21.5Book Review Protocol
- 21.6Tell the world about your game!
22Conclusion
- Appendix
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
Additional Appendices
- 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