Adventurers of Renown™ - The Ruins of Able-Wyvern (The Student workbook)
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Adventurers of Renown™ - The Ruins of Able-Wyvern

A Walk-Through RPG Development Tutorial.

About the Book

Exclusive insights into the world of siloed RPG multiplayer trade secrets await you! 

Uncover practical methods for creating role-playing games in this expanded chapter from the Construct Game Starter Kit Collection. By the end of this student workbook, you will have a production pipeline ready to bring to life as many different RPG games as your imagination can conjure. This template, which I use in my game production studio, simplifies data-intensive operations for RPGs.

This workbook will guide you in creating several RPG game mechanics (GM) styles, either as stand-alone games or as 'Content-as-a-Service' (CaaS), using an innovative approach known as 'Headless Game Design.' We will explore game mechanics, combat engines, front-end display mechanisms, and development methods to launch customized language editions for Multi-Player teams.

You will also receive bonus content, downloadable resources, Construct source code examples for each lesson, game variation tweaks, and reference materials detailing what works and what doesn’t in game design. You can easily integrate these examples into your projects and customize them with your own artwork.

When you finish this workbook, you should have a fully functional RPG game prototype—not just a copy of my game, but your very own product using your gaming assets and artwork. This extraordinarily comprehensive guide provides: 

  • A supporting website is also available for downloading the bonus content included with your workbook purchase.
  • Lessons to customize your visions by using either Construct 2 or Construct 3 for stand-alone or 'In-Game Modules' (IGM) in Role-Playing Games (RPGs) with any background theme. Learn how to create single-player or multi-avatar RPG games entirely on the client side, without the need for a backend server! These games allow players to control multiple characters (aka avatars), enhancing the overall gaming experience with adventuring squads. The lesson on International Marketing can significantly boost your game sales by offering localized gameplay!
  • Live examples showcase both effective strategies and common pitfalls. Discover how to build a loyal fanbase and provide B2B licensed access within a "Syndicated Business Network" to develop bespoke modules and game expansions exclusively for "Syndication Affiliates." This has been my "Trade Secret" since 1997, leading to millions of game accesses!
  • You can automatically generate a variety of new quests with innovative editing tools. Additionally, integrate your RPGs with Interactive Fiction (IF) dialogues, "Adventure Book", Play-by-Mail (PBM), Play-by-eMail (PBeM) allowing players to engage in a variety of media. This feature adds depth and immersion to your RPGs, making them more engaging for players. You can also combine your RPGs with other game genres to create unique gaming experiences. Design your RPGs with varied styles of exchangeable "Conflict Resolution Modules."
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About the Author

Stephen Gose
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/

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Table of Contents

  • Walk-Through Tutorial Series: The Ruins of Able-Wyvern™
    • Course Overview
      • Learning Objectives
      • Step-by-step lessons.
      • Course Administration
      • References:
      • Game Artwork & Resources:
  • Part I: Concept & Design
    • 1 Lesson 1: The Game Design System™
      • 1.1 Consistent Data Structure
      • 1.2 Design Considerations
      • 1.3 CMS, PWA, SWPA, or IGM?
      • 1.4 FYI: Creating a CMS or PWA Version?
      • 1.5 “Replayability” — retaining “repeat customers”!
        • > Deeper Dive: Solving Poor Replayability
      • 1.6 Part I Summary
  • Part II: Production
    • 2 Lesson 2.2: Launching a C2 Game Project
      • 2.1 About Your Project:
      • 2.2 Project Settings:
      • 2.3 Configuration Settings
      • 2.4 Adding Game Phase Layouts
      • 2.5 Game Project Organization
      • 2.6 Comparing your code
    • 3 Lesson 2.3: Launching a C3 Game Project
      • 3.1 About Your Project
      • 3.2 Project Settings: Color Theme, Start-up & Display
      • 3.3 C3 Advanced, Compatibility Settings, & Editor!
      • 3.4 Adding Game Phase Layouts
      • 3.5 Game Project Organization
      • 3.6 Comparing your code
  • Part III: Ubiquitous Recipes
    • 4 Lesson 3: Layouts & Artwork
      • 4.1 Importing Artwork
      • 4.2 “Game Phase” Layouts
      • 4.3 HUD & Text Feedback
      • 4.4 User Keyboard Interfaces
      • 4.5 RPG IGM Story
      • 4.6 Comparing your code
    • 5 Lesson 4: Game Navigation
      • 5.1 Inputs Controls — Gamepad, Keyboard, Mouse, & Touch
      • 5.2 Game Mechanics Structure
      • 5.3 Creating Game Mechanics “Events”
      • 5.4 Creating Game Mechanics “Actions”
      • 5.5 Finishing this Game’s Prototype
        • > Layout Transitions
      • 5.6 Comparing your code
    • 6 Lesson 5: Game Loop Management
      • 6.1 Pre-Combat Management
      • 6.2 Game Mechanics — Data
      • 6.3 How Combat Commands Work
      • 6.4 “Bull-et … in a China Shop”
        • > Using Angles in Construct
      • 6.5 Comparing your code
    • 7 Lesson 6: The “Play” must go on!
      • 7.1 Inspecting the Map Boundaries
      • 7.2 Game Consolidation Options
        • > Option 6-1 Merge game projects OR
        • > Option 6-2 Linking both game projects OR
        • > Option 6-3 Insert using C3 iFrame
        • > Headless Game Design
      • 7.3 ARRA v15 IGM Deployments
      • 7.4 3D IGM Practicum
      • 7.5 Comparing your code
    • 8 Lesson 7: “Lost & Won” Scene(s)!
  • Part IV: Multi-Avatar Design
    • 9 Lesson 8: MMoRPG Design
      • 9.1 MMoRPG Design Considerations
        • > Human Reaction Timing
        • > FYI Network Infrastructures
        • > Deeper Dive: Testing MMoGs Locally
        • > WebSockets Utilized in Multi-Player Games
        • > Prevent cheating?
      • 9.2 “Multi-Players with Multiple Avatars” (MPMA)
      • 9.3 Logon Layout
        • > “es_mmog_Logon” Dedicated Event Sheet
      • 9.4 Signalling Group
        • > The Signalling Logic Sequence
        • > The Signalling Administration & Management
        • > “es_mmog_Signalling” Dedicated Event Sheet
      • 9.5 “es_mmog_HOST” Dedicated Event Sheet
        • > “How does it work?”
        • > Deeper Dive: “HOST’s” Bandwidth Requirements
        • > Precision Guidelines
        • > “Authoritative Events”
        • > Authoritative Event — Allocate Monsters
        • > Authoritative Event — Allocate Treasures
        • > Authoritative Event — Character Controls
        • > Authoritative Event — Monster AI
        • > Peer management
        • > Peer management — On Peer Connected
        • > Peer management — Defeat Monsters
        • > Peer management — Health, Healing, Re-spawning?
        • > Peer management — Update Positions & Inputs
      • 9.6 “es_mmog_PEER” Dedicated Event Sheet
        • > “Monster Defeated”
        • > “On Peer Created”
        • > “Prepare to Send Status”
        • > Input States
      • 9.7 “es_mmog_Common” Dedicated Event Sheet
        • > “Message Logging” (Optional)
        • > “Animation States” (Optional)
        • > “Debug & Trouble Shooting” Reports (Optional)
      • 9.8 Comparing your code
  • Part V: Developer’s Guide
    • 10 Adding Unique Features
      • 10.1 Construct3 Game Services
      • 10.2 “Single-Player with Multi-Avatars” (SPMA) Team
      • 10.3 “Play Again?”
        • > Reset Specific Global Variables.
      • 10.4 Game Count-down Timers
      • 10.5 How to Install Additional Combat Engines
      • 10.6 Using “Families”
      • 10.7 Choosing Supported Languages
        • > Internet Language Comparisons.
        • > How To Integrate Languages?
        • > Organizing “Language.JSON” files
    • 11 Event Sheets Reviewed
      • 11.1 Game Administration
        • > Rating “Cloud Saves”
        • > “es_gameConfig” — Gamer’s Configuration
      • 11.2 CMS Event Sheets
        • > “es_Splash” — Splash Layout
        • > “es_Menu” — Main Menu Layout
        • > “es_Credits” — Credits & Acknowledgments Layout
        • > Business Services
        • > “es_endScores” — Game Finished Layout
        • > “es_Tutorial” — Game Tutorial Layout
      • 11.3 Gameplay Event Sheets
        • > “es_Chamber” — RPG Exploration Phase
        • > “es_ce2_SPSA” — Bonus Combat Engine #2
        • > “es_Entry Gate” — the “1st Person” gameplay!
        • > “es_Inventory” —Avatar’s Management Phase
      • 11.4 “es_Common” Event Sheet
        • > Allocate Monsters Function
        • > Allocate Treasure Function
        • > Generate Avatar(s) — workshop exercise
        • > Generate Monster(s) Function
        • > HUD Administration Function
        • > Post Monsters Function
        • > Post Treasures Function
        • > Preparing HUD Text Function
        • > Room Administration Function
  • Starting Your Own Game Studio!
    • 12 Lesson 9: One “Template” to Rule them all …
    • 13 Lesson 10: Changing Perspectives
    • 14 Lesson 11: Capstone — Exchanging Artwork
      • 14.1 Exchanging Backgrounds
      • 14.2 Exchanging “Avatars” for “Troop Battalions”
      • 14.3 Exchanging “Avatars” for “Small Teams”
      • 14.4 “Battle of Helm’s Deep”!
      • 14.5 Secret Agent
      • 14.6 Goblin Raiders
      • 14.7 Special Forces Patrols
      • 14.8 WWII Bomber Squadrons
      • 14.9 RPG Avatar Generator
      • 14.10 The Death Star
  • Conclusion
    • 15 Workshop Certification Exams
      • 15.1 Certification Examination
    • 16 More Starter Kit Tutorials
      • 16.1 Further Information
  • Appendix
    • “How to Start a WebSocket”
      • Testing Your Browser
      • WebSocket Protocol Handshake
        • > Deeper Dive: WebSocket API
      • Sample Source Code: Client-side WebSocket
        • >Step #1: Game index page
        • >Step #2: Generate Event handlers
  • Notes

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