IPart I: Concept & Design
1Role-Playing Games (RPG) Workshop
- 1.1About this Workshop
- 1.2Target Market Considerations
- 1.3Historical background
- > Role-Playing Genre — Background
- > Adventure Games
- > Adventure Game Sub-genres
- > RPGs Adventure Roots
- “The Unlikely Birthplace of JRPGs”
2Introduction to “Game Design”
- Approaching Game Development
- Focusing Your Game
- 2.1Game Design System™ & Components
- 2.2Game Mechanics (GM) — Logic & Rules
- 2.3Game Display Framework Mechanisms
- 2.4Game Genre Components & Data
- 2.5“Replayability” — retaining “repeat customers”!
- > Deeper Dive: Solving Poor Replayability
- Expanding The “Replay Value” Of Games
3Designing “RPG Adventures”
- What is the shortest-lived MMO? APB!
- What went wrong? … here’s the “inside” story.
- 3.1What makes a “Good” RPG?
- > RPG “Design Elements” — the Foundation
- > RPG Design Considerations Checklist
- > RPGs vs. MMoRPGs
- 3.2RPG Adventure Games
- > RPG Adventure — The Storyline(s)
- > Story Plot Generation
- > Story Generation Tools
- 3.3RPG Adventure — Environments Overview
- 3.4“RPGs” into “Action-Adventures” — the “Ping-Pong”
- 3.5What’s Your Competition Doing?
- > Who’s Your Targeted Market — Who’s Playing What?
- ’What is your favorite game genre?” — Separating Developers from Gamers!
- > Game Competitor Examples
4Game “Mazes”
- 4.1Technical References
- 4.2Pure Linear Labyrinths
- > Rules for Creating a Perfect Maze
- > Deeper Dive: Eller’s Algorithm
- > Depth-First Search (DFS)
- 4.3Imperfect Labyrinths
- 4.4Open-path Worlds
- IIPart II: Production & Encoding
5Lesson 2.2: Launching a C2 Game Project
- 5.1About Your Project:
- 5.2Project Settings:
- 5.3Configuration Settings
- 5.4Adding Game Phase Layouts
- Layers inside a Layout
- 5.5Game Project Organization
- 5.6Comparing your code
6Lesson 2.3: Launching a C3 Game Project
- 6.1About Your Project
- 6.2Project Settings: Color Theme, Start-up & Display
- 6.3C3 Advanced, Compatibility Settings, & Editor!
- 6.4Adding Game Phase Layouts
- Layers inside a Layout
- 6.5Game Project Organization
- 6.6Comparing your code
- IIIPart III: Developer’s Guide
- FYI — Tile movement
7Main Layout & Event Sheet
- 7.1Setting up the Gameboard …
- 7.2“Grid-based” Avatar’s Movement
- 7.3Event Sheet — “es_main”
- 7.4Ghost’s Movement
- 7.5Standby for “AI Mind Control”
- 7.6“PACMAN” Collisions
- 7.7“Next Life” Revival
- 7.8AI management for Ghosts
- 7.9New Feature — Astral Weapons
- 7.10Winning Conditions
8Game Configurations Layout
- 8.1Event Sheet —
es_gameConfig - 8.2Event Sheet —
es_OptionalRules
9“Map Editors”
- 9.1Using “TMX Tilemaps” in Construct
- > “How TMX tiles relate to a Maze Grid”
- Construct Manual — Export TMX
- Editing a “Tile Set” (from Construct Manual)
- 9.2Maze Generator Layout
- > Torch Lighting?
- 9.3Event Sheet —
es_DynamicMaze - > Events 2 to 8 — Control Panel
- > Events 9 to 20 — Generate Dynamic Cemetery Maze
- > Events 21 to 24 — Randomized Graves
- > Saving JSON and TMX maps
- IVStarting Your Own Game Studio!
10Lesson 11: One “GM” to Rule them all …
- VWhat’s next?
- “How to publish a game on the web??”
11Game Distribution & Marketing
- 11.1Introduction: 8-Step Deployment Method.
- FGL.com
- 11.2Port to a Console
- 11.3Selling Directly — The Advantages
- Shareably (SBLY) looking to rent your games
- 11.4Book Review Protocol
- 11.5Tell the world about your game!
12Conclusion
13Bonus Development Content
- 13.1Certification Examination
- Appendix
“RPG Workshop” Lessons (Excerpts)
- Lesson 2 (Excerpt): Scaling Game Assets & Layouts
- > C3 Environment Maps — without plugins
- > Strategic Quest Maps
- > Regional Quest Maps
- > Tactical Maps
- > Town and Settlement Maps
- > The Campaign — “…There and Back Again!”
- > As above, so below … Multi-level Gaming!
- Lesson 5 (Excerpt): Conflict & Combat Resolution.
- > Game Phase Preparations
- > Game Data Preparations
- > Pre-Combat Management
- > How Command Buttons Work …
- > Game Play Transitions
- > RPG Combat Module(s)
- > Comparing your code
- > Combat Management
- > How to Install Additional Combat Engines
- > Single Player with Multiple-Avatars (SPMA)
- > Derelict Hulks™ — Artwork, Inspiration, & Rules
More Resources …
- “You don’t know JS Yet” by Kyle Simpson
- Construct Demo Tutorials
Appendix: Game Developer Tool Kits
- Artwork Resources
- Selling your Game Artwork & Assets
- JavaScript Garden