IPart I: Concept & Design
1Role-Playing Games (RPG) Workshop
- 1.1About this Workshop
- 1.2Target Market Considerations
2Building HTML5 “RPG Adventures”
- What is the shortest-lived MMO? APB!
- What went wrong? … here’s the “inside” story.
- 2.1Game Genre Components & Data
- > Adventure games
- > RPG Foundation Elements
- 2.2RPGs vs. MMoRPGs
- 2.3Role-Playing Genre Background
- 2.4Historical background
- > Adventure Games
- > Adventure Game Sub-genres
- > RPGs Adventures
- “The Unlikely Birthplace of JRPGs”
- 2.5RPG Adventure — Storyline(s)
- 2.6RPG Adventure Environments (Overview)
- 2.7“RPGs” into “Action-Adventures” — the “Ping-Pong”
- 2.8What makes a “Good” RPG?
- 2.9What’s Your Competition Doing?
- > Your Targeted Market — Who’s Playing What?
- ’What is your favorite game genre?” — Separating Developers from Gamers!
- > Game Competitor Examples
3Introduction to Game Design
- Approaching Game Development
- Focusing Your Game
- 3.1Game Design System™ & Components
- > Separation of Concerns (SoC)
- 3.2Game Mechanics (GM) — Logic & Rules
- 3.3Game Display Framework Mechanisms
- GG Interactive — FREE Game Design Course
- 3.4“Replayability” — retaining “repeat customers”!
- > Deeper Dive: Solving Poor Replayability
- [“Replay Value” Of Games)
4RPG Design Considerations
- 4.1Deeper Dive: “Using Content-as-a-Service” (CaaS)
- What is a Content-as-a-Service (CaaS)?
- 4.2Story Plot Generation
- 4.3Story Generation Tools
- 4.4Labyrinth Generation Methods
- 4.5Fixed Generation (2D Frutti)
- > To infinity and beyond …
- Arrayed pros and cons
- Linked pros and cons
- > Deeper Dive: How it works …
- 4.6Fixed-Grid & Dynamic Rooms (2D Frutti with sprinkles)
- 4.7Pure Linear Labyrinths
- > Deeper Dive: Eller’s Algorithm
- > Rules for Creating the Perfect Maze
- > Depth-First Search (DFS)
- 4.8Open-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 Guide
7Expanding The Classics — PACMAN on Steroids!
- 7.1Setting up the Gameboard …
- 7.2“Grid-based” Avatar’s Movement
- 7.3Ghost’s Movement
- 7.4AI Mind Control
- 7.5PACMAN Collisions
- 7.6Game Map Editor
- 7.7Comparing your code
8Create Your Own Adventures (CYOA)
- > Design Step #1:
- > Design Step #2:
- > Design Step #3:
- IVStarting Your Own Game Studio!
9Lesson 11: One “GM” to Rule them all …
10Lesson 12 Capstone: Exchanging Artwork
- D.R.Y. Speed Limit — 5 GPH (Games Per Hour)!
- 10.1Dynamically Generated Background Stories
- 10.2RPG “Back-end” Generation Tools
- 10.3Alchemist’s Apprentice™
- 10.4Agents from U.N.C.L.E.™
- 10.5Derelict Space Hulks™ — Single Player/Multiple Avatars
- 10.6Epic Battles — Project #1
- 10.7CYOA Strategic Map Quests
- 10.83D Castles, Dungeons, Lairs, Ruins, & Spaceships
- > Soldier’s Test™
- 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
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