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Building "Strategy" Browser Games

Codeless Game Construction using Construct2 & Construct3

This is a single chapter from the "Construct Starter Kit Collection" workshop. This chapter leads you through Military Strategy and Decision Science game development. This tutorial has both Construct v3 & v2 encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke game, artwork, and features.

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About

About

About the Book

Discover how to create online Strategy games using the methods in this single chapter from the "Construct Game Starter Kit Collection" workshop. This chapter leads you through Military Strategy and "Decision Science" game development. This workbook tutorial has both Construct v3 & v2 encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke "military conquest" game, artwork, and features.

When you finish this Workbook tutorial, you will have a production pipeline to create as many different "Military Strategy" games as your imagination can dream of!

I would like to guide you in creating several styles of Strategy and "military history" game mechanics. We will use these game mechanics, display mechanisms, and those development methods. By the end of this workbook, you should have a fully functional Strategy game (with "importable maps and NATO military symbols") - not just a copy of my game, but your very own product using your gaming assets. There is a supporting website where you can download all the bonus content, instructor guides, and PowerPoint slides included with your workbook's purchase.  

The bonus content, download examples, and source code references show how to do every single thing in this game design workbook, so you can copy and paste any example into your productions and then modify those artwork resources for your purposes. General Game Licenses are included with this purchased book if you wish to simply copy and publish my fantasy strategy game version.

This extraordinarily comprehensive guide will teach you how to: 

  • Use Construct - either v2 or v3.
  • How to integrate "Military Strategy" game mechanics into other game genres such as RPG, first-person shooters, Educational content, and Simulation Development!
  • Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.
  • Analyze current business demand for this game's genre, how, and where to deploy it.
  • Automatically generate various game map boards with terrain features.

If you have any feedback or suggestions please join our email listing or participate in the forum for this workshop course - https://leanpub.com/cgc-starterkit

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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

Preface

  1. Distribution Permission
  2. Forewords
  3. Disclosures
  4. Disclaimer
  5. Workbook Content
  6. > For Patrons from Amazon and other Book Distributors
  7. > About this Workbook
  8. > How to Read & Use this workbook:
  9. > Viewing the eBook:
  10. > External Links
  11. > References Used
  12. Your newly obtained skills …
  13. More Resources
  14. Programming Courses
  15. IPart I — Concept & Design

1Introduction to “Code-less” Game Design

  1. Approaching Game Development
  2. Focusing Your Game
  3. 1.1Game Genres Defined
  4. GG Interactive — Game Design Course
  5. 1.2Game Delivery Modes
  6. > Mobile “In Apps Purchases” (IAP) ROI
  7. 1.3Game Tools & Generators

2Project Management Overview

  1. 2.1Demo Game License(s)
  2. 2.2Game Recipe™ just add Artwork, stir, & season to taste!
  3. 2.3Development:
  4. Adventures of Renown — Rogue Prince™ “Elevator Speech”
  5. 2.4Design:
  6. > Deeper Dive: How Browser Games Load
  7. Deconstructing Gameplay
  8. 2.5Design Consideration: Background Stories
  9. > Deeper Dive: Putting Stories in the Wrong Place
  10. Seven Deadly Sins of Strategy Game Design
  11. 2.6Construct’s “Code-less” Encoding
  12. > Deeper Dive: Creating Display Mechanisms — a 4-Step method

3“Strategy” & “Decision Science” Genre

  1. Digital Strategy Games Are Broken!
  2. 3.1Types of Strategy Games
  3. 3.2Historical background?
  4. 3.3Common Strategy Game Characteristics
  5. Advantages and Disadvantages of Decision Trees
  6. Disadvantages of Decision Trees
  7. 3.4What’s Your Competition Doing?
  8. > Your Targeted Market — Who’s Playing What?
  9. What is your favorite game genre?Separating Developers from Gamers!
  10. 3.5Review your competition and their games
  11. Game Examples

4“Common Core Construction”

  1. 4.1Game Mechanics (GM): Data Structures
  2. > Data Design Considerations
  3. > Following the herd? - Using expected “Convention”
  4. > Terrain and Unit Symbols
  5. Historical Military Symbols Usage
  6. 4.2Turn-based Gameplay
  7. > Deeper Dive: Multi-Player versions
  8. 4.3Game Framework Mechanisms (GFM)
  9. > Deeper Dive: Properly Using D.R.Y. “Event Sheets” as “Includes”!
  10. How to Succeed at Making One Game a Month
  11. 4.4Part I: Conclusion
  12. IIPart II: C2 Production
  13. ACTUALLY START THE DAMN GAME …

5Lesson 1: Game Project Launch

  1. 5.1Game Mechanics Used:
  2. 5.2C2 Project Creation
  3. > About Your Project:
  4. > Project Settings:
  5. > Configuration Settings
  6. Customized Loaders
  7. 5.3Design Considerations: CMS, PWA, or SWPA?!
  8. > Creating a C2 SWPA Game Version?
  9. > Creating a C2 CMS or PWA Game Version?
  10. > Other Visual Layouts
  11. 5.4Comparing your code

6Lesson 2: Strategic Map(s) & Gameplay

  1. 6.1Gameboard Terrain
  2. 6.2Deeper Dive: Hexagonal Maps
  3. 6.3Comparing your code

7Lesson 3: Map Exploration during Gameplay

  1. 7.1Design Consideration
  2. 7.2Neutral Settlements & Garrisons
  3. 7.3“Hidden Objects” Game Mechanics

8Lesson 4: Troops & Heroes Data Records

  1. 8.1Menu Options
  2. 8.2Games ARE databases!
  3. > Neutral Garrison & Location records
  4. > Troop records
  5. > Hero records

9Lesson 5: Pre-Battle Deployment Layout

  1. 9.1Menu Options
  2. 9.2Design Considerations
  3. 9.3Comparing your code

10Lesson 6: “Conduct the Battle” Layout

11Lesson 7: Battle Narratives

  1. IIIPart III: C3 Production
  2. ACTUALLY START THE DAMN GAME …

12Lesson 1: C3 Game Product Launch

  1. 12.1Game Mechanics Used:
  2. 12.2C3 Project Creation
  3. > About Your Project:
  4. > Project Settings: Color Theme, Start-up & Display
  5. Customized Loaders
  6. > Configuration Settings: Advanced & Editor
  7. 12.3Design Considerations: CMS, PWA, or SWPA?!
  8. 12.4Creating a C3 SWPA Game Version?
  9. 12.5Creating a C3 CMS or PWA Game Version?
  10. > Other Visual Layouts
  11. 12.6Comparing your code

13Lesson 2: Strategic Map(s) & Gameplay

  1. 13.1Gameboard Terrain
  2. 13.2Deeper Dive: Hexagonal Maps
  3. 13.3Comparing your code

14Lesson 3: Map Exploration during Gameplay

  1. 14.1Design Consideration
  2. 14.2Neutral Settlements & Garrisons
  3. 14.3“Hidden Objects” Game Mechanics

15Lesson 4: Troops & Heroes Data Records

  1. 15.1Menu Options
  2. 15.2Games ARE databases!
  3. > Neutral Garrison & Location records
  4. > Troop records
  5. > Hero records

16Lesson 5: Pre-Battle Deployment Layout

  1. 16.1Menu Options
  2. 16.2Design Considerations
  3. 16.3Comparing your code

17Lesson 6: “Conduct the Battle” Layout

18Lesson 7: Battle Narratives

  1. IVPart IV: Expanding Your Prototype

19Lesson 8: Adding Unique Features.

  1. 19.1Deeper Dive: Creating “Add-ons” & “Extensions”
  2. 19.2Deeper Dive: Creating External Project Files?
  3. 19.3“Play Again?”
  4. > Lesson Instructions
  5. > Reset the Global Variables.
  6. 19.4A Better “Game Start”?
  7. 19.5Customize an Avatar?
  8. 19.6Integrating Multiple Languages??
  9. How Languages Got Their Directionality by Steph Koyfman April 28, 2021
  10. Right-To-Left Languages
  11. Top-To-Bottom Languages
  12. Content languages market position report.
  13. Compare Who uses the Internet as compared to their language.
  14. 19.7Main Menu as a “Campaign Gallery”?
  15. 19.8Saving & Loading Game Sessions
  16. 19.9In-Game Module (IGM) Editor
  17. 19.10Membership System, Logins, & Registrations
  18. VStarting Your Own Game Studio!

20Lesson 9: One “GM” to Rule them all!

21Lesson 10: Capstone — Exchanging Artwork

  1. D.R.Y. Speed Limit — 5 GPH (Games Per Hour)!
  2. 21.1Abstract Strategy Games
  3. Three Musketeers game board
  4. Hnefatafl game board
  5. Blue & Gray — a US Civil War “GM Jump-to-Capture”
  6. Single-player Variations
  7. “EinStein würfelt nicht!”
  8. Cathedral — Strategy Board Game for Two Players
  9. 21.2Military Strategy Games
  10. Napoleon at Waterloo
  11. Gameplay
  12. Victory conditions
  13. 21.3Diplomatic & Political Strategy Games
  14. VIWhat’s next?
  15. “How to publish a game on the web??”

22Game Distribution & Marketing

  1. 22.1Introduction: 8-Step Deployment Method.
  2. 22.2Port to a Console
  3. 22.3Selling Directly — The Advantages
  4. Shareably (SBLY) looking to rent your games
  5. 22.4Book Review Protocol
  6. 22.5Tell the world about your game!

23Conclusion

  1. VIIBonus Development Content

24Rogue Prince™ Guides

  1. 24.1Player’s Guide

25Instructor’s Workshops & Educational Guides

  1. 25.1Workshops Available
  2. 25.2Certification Examination

26Rogue Prince™ Administrator Guide

  1. 26.1Settings
  2. Realistic Missile Fire Ranges …
  3. 26.2Advanced Rules

27Rogue Prince™ Developer’s Guide

  1. 27.1“Event Sheets” Index & Game Flow
  2. > External CMS Pages
  3. > Demonstration Game — deployed as a “client-side” SWPA edition.
  4. 27.2Supporting Layouts & Event Sheets
  5. 27.3Avatar Editor
  6. Avatar Storage Options
  7. 27.4IGM Editor
  8. Appendix

More Resources …

  1. “You don’t know JS Yet” by Kyle Simpson
  2. Construct Demos

Appendix: Game Developer Tool Kits

  1. Artwork Resources
  2. Selling your Game Artwork & Assets
  3. JavaScript Garden

Additional Appendices

Appendix: Making WebXR Games!

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
  8. Appendix: Safe JavaScript Using OLOO
  9. JS Objects: “TL;DR”
  10. 15.2.2 Inside the body of a class definition
  11. Deeper Dive: JS Delegation (aka “Inheritance”?)
  12. The old way
  13. “Object-Oriented JavaScript Pattern Comparison”
  14. ECMA-262 7th Edition / June 2016
  15. Objects Linking to Other Objects (OLOO)
  16. Compare your code
  17. Object.create
  18. Exercise Lesson 9:
  19. Exercise 1
  20. Game Singletons
  21. Deeper Dive: Object Manipulation objects in ES5/6
  22. Lesson Summary
  23. Resource References:

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