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
1Introduction to “Code-less” Game Design
- Approaching Game Development
- Focusing Your Game
- 1.1Game Genres Defined
- GG Interactive — Game Design Course
- 1.2Game Delivery Modes
- > Mobile “In Apps Purchases” (IAP) ROI
- 1.3Game Tools & Generators
2Project Management Overview
- 2.1Demo Game License(s)
- 2.2Game Recipe™ just add Artwork, stir, & season to taste!
- 2.3Development:
- Adventures of Renown — Rogue Prince™ “Elevator Speech”
- 2.4Design:
- > Deeper Dive: How Browser Games Load
- Deconstructing Gameplay
- 2.5Design Consideration: Background Stories
- > Deeper Dive: Putting Stories in the Wrong Place
- Seven Deadly Sins of Strategy Game Design
- 2.6Construct’s “Code-less” Encoding
- > Deeper Dive: Creating Display Mechanisms — a 4-Step method
3“Strategy” & “Decision Science” Genre
- Digital Strategy Games Are Broken!
- 3.1Types of Strategy Games
- 3.2Historical background?
- 3.3Common Strategy Game Characteristics
- Advantages and Disadvantages of Decision Trees
- Disadvantages of Decision Trees
- 3.4What’s Your Competition Doing?
- > Your Targeted Market — Who’s Playing What?
- What is your favorite game genre? — Separating Developers from Gamers!
- 3.5Review your competition and their games
- Game Examples
4“Common Core Construction”
- 4.1Game Mechanics (GM): Data Structures
- > Data Design Considerations
- > Following the herd? - Using expected “Convention”
- > Terrain and Unit Symbols
- Historical Military Symbols Usage
- 4.2Turn-based Gameplay
- > Deeper Dive: Multi-Player versions
- 4.3Game Framework Mechanisms (GFM)
- > Deeper Dive: Properly Using D.R.Y. “Event Sheets” as “Includes”!
- How to Succeed at Making One Game a Month
- 4.4Part I: Conclusion
- IIPart II: C2 Production
- ACTUALLY START THE DAMN GAME …
5Lesson 1: Game Project Launch
- 5.1Game Mechanics Used:
- 5.2C2 Project Creation
- > About Your Project:
- > Project Settings:
- > Configuration Settings
- Customized Loaders
- 5.3Design Considerations: CMS, PWA, or SWPA?!
- > Creating a C2 SWPA Game Version?
- > Creating a C2 CMS or PWA Game Version?
- > Other Visual Layouts
- 5.4Comparing your code
6Lesson 2: Strategic Map(s) & Gameplay
- 6.1Gameboard Terrain
- 6.2Deeper Dive: Hexagonal Maps
- 6.3Comparing your code
7Lesson 3: Map Exploration during Gameplay
- 7.1Design Consideration
- 7.2Neutral Settlements & Garrisons
- 7.3“Hidden Objects” Game Mechanics
8Lesson 4: Troops & Heroes Data Records
- 8.1Menu Options
- 8.2Games ARE databases!
- > Neutral Garrison & Location records
- > Troop records
- > Hero records
9Lesson 5: Pre-Battle Deployment Layout
- 9.1Menu Options
- 9.2Design Considerations
- 9.3Comparing your code
10Lesson 6: “Conduct the Battle” Layout
11Lesson 7: Battle Narratives
- IIIPart III: C3 Production
- ACTUALLY START THE DAMN GAME …
12Lesson 1: C3 Game Product Launch
- 12.1Game Mechanics Used:
- 12.2C3 Project Creation
- > About Your Project:
- > Project Settings: Color Theme, Start-up & Display
- Customized Loaders
- > Configuration Settings: Advanced & Editor
- 12.3Design Considerations: CMS, PWA, or SWPA?!
- 12.4Creating a C3 SWPA Game Version?
- 12.5Creating a C3 CMS or PWA Game Version?
- > Other Visual Layouts
- 12.6Comparing your code
13Lesson 2: Strategic Map(s) & Gameplay
- 13.1Gameboard Terrain
- 13.2Deeper Dive: Hexagonal Maps
- 13.3Comparing your code
14Lesson 3: Map Exploration during Gameplay
- 14.1Design Consideration
- 14.2Neutral Settlements & Garrisons
- 14.3“Hidden Objects” Game Mechanics
15Lesson 4: Troops & Heroes Data Records
- 15.1Menu Options
- 15.2Games ARE databases!
- > Neutral Garrison & Location records
- > Troop records
- > Hero records
16Lesson 5: Pre-Battle Deployment Layout
- 16.1Menu Options
- 16.2Design Considerations
- 16.3Comparing your code
17Lesson 6: “Conduct the Battle” Layout
18Lesson 7: Battle Narratives
- IVPart IV: Expanding Your Prototype
19Lesson 8: Adding Unique Features.
- 19.1Deeper Dive: Creating “Add-ons” & “Extensions”
- 19.2Deeper Dive: Creating External Project Files?
- 19.3“Play Again?”
- > Lesson Instructions
- > Reset the Global Variables.
- 19.4A Better “Game Start”?
- 19.5Customize an Avatar?
- 19.6Integrating Multiple Languages??
- How Languages Got Their Directionality by Steph Koyfman April 28, 2021
- Right-To-Left Languages
- Top-To-Bottom Languages
- Content languages market position report.
- Compare Who uses the Internet as compared to their language.
- 19.7Main Menu as a “Campaign Gallery”?
- 19.8Saving & Loading Game Sessions
- 19.9In-Game Module (IGM) Editor
- 19.10Membership System, Logins, & Registrations
- VStarting Your Own Game Studio!
20Lesson 9: One “GM” to Rule them all!
21Lesson 10: Capstone — Exchanging Artwork
- D.R.Y. Speed Limit — 5 GPH (Games Per Hour)!
- 21.1Abstract Strategy Games
- Three Musketeers game board
- Hnefatafl game board
- Blue & Gray — a US Civil War “GM Jump-to-Capture”
- Single-player Variations
- “EinStein würfelt nicht!”
- Cathedral — Strategy Board Game for Two Players
- 21.2Military Strategy Games
- Napoleon at Waterloo
- Gameplay
- Victory conditions
- 21.3Diplomatic & Political Strategy Games
- VIWhat’s next?
- “How to publish a game on the web??”
22Game Distribution & Marketing
- 22.1Introduction: 8-Step Deployment Method.
- 22.2Port to a Console
- 22.3Selling Directly — The Advantages
- Shareably (SBLY) looking to rent your games
- 22.4Book Review Protocol
- 22.5Tell the world about your game!
23Conclusion
- VIIBonus Development Content
24Rogue Prince™ Guides
- 24.1Player’s Guide
25Instructor’s Workshops & Educational Guides
- 25.1Workshops Available
- 25.2Certification Examination
26Rogue Prince™ Administrator Guide
- 26.1Settings
- Realistic Missile Fire Ranges …
- 26.2Advanced Rules
27Rogue Prince™ Developer’s Guide
- 27.1“Event Sheets” Index & Game Flow
- > External CMS Pages
- > Demonstration Game — deployed as a “client-side” SWPA edition.
- 27.2Supporting Layouts & Event Sheets
- 27.3Avatar Editor
- Avatar Storage Options
- 27.4IGM Editor
- 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: Making WebXR Games!
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
- Appendix: Safe JavaScript Using OLOO
- JS Objects: “TL;DR”
- 15.2.2 Inside the body of a class definition
- Deeper Dive: JS Delegation (aka “Inheritance”?)
- The old way
- “Object-Oriented JavaScript Pattern Comparison”
- ECMA-262 7th Edition / June 2016
- Objects Linking to Other Objects (OLOO)
- Compare your code
- Object.create
- Exercise Lesson 9:
- Exercise 1
- Game Singletons
- Deeper Dive: Object Manipulation objects in ES5/6
- Lesson Summary
- Resource References: