Leanpub Header

Skip to main content

Multimedia Game Development

A Developer Guides for “Bison Fortress”

Multimedia Game Development
This book is 50% completeLast updated on 2026-10-26

Use this template to create your Visual Novels, Comic-books, CYOA game books, or Play-By-eMail reports.

Minimum price

$29.99

$49.99

You pay

Author earns

$

Also available for 1 book credit with a Reader Membership

PDF
EPUB
WEB
APP
About

About

About the Book

This package includes a Developer's Guide, official website, and Construct 2 & 3 source code for this Multimedia Project!

"Bison Fortress™" This is a refactored edition of the very first solitaire adventure from “Tunnels & Trolls Buffalo Castle” — a "Content-as-a-Service (CaaS) publishing template for Visual Novels, Comic books, Gamebooks, and Play-By-Mail reports. It adapts easily to any gaming theme, and these multimedia events integrate smoothly into any gaming genre. "Bison Fortress™" gives your would-be heroes the best place to continue their campaigns as an "Adventurer of Renown™" before advancing to its sister enhanced game — Legends of Renown Deeds™ (LoRD).

Game Features ...

[ul]

[li] [b]No third-party plugins used.[/b][/li]

[li] [i][b]Create, Publish, and Sell Adventure Comic Books[/b][/i] of your favorite character's adventures![/li]

[li] Developer's Guide, Student Workbook [b]AND[/b] the Player's Guide are included. The Student Workbook and Developer's Guide break down the game flow and logic into step-by-step lessons.[/li]

[li] Supports gameplay in any language! [b]Easily include additional languages from the guidance found in the Developer's Guide![/b][/li]

[li] This is [b]one of several multimedia games[/b] from the [b]Building Role Playing Browser Games[/b] workbook found on Amazon [b]OR[/b] in the Construct Asset Store.[/li]

[li] Install [b]12 different Combat Engines[/b] or craft your own.[/li]

[li] Share and include other authors' extensions using [b]Construct Gaming Services![/b][/li]

[li] Multi-Player supports either single- or multi-avatar teams.[/li]

[li] [i][b]Written in both Construct2 and Construct3.[/b][/i][/li]

[li] Easily integrates into [b]ANY[/b] gaming genre as an "In-Game Module" (IGM). (See Lesson 6)[/li]

[li] Uses an [b]INNOVATIVE DATA-DRIVEN TECHNIQUE[/b].[/li]

[/ul]

Share this book

Categories

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

IPart I: Concept & Design

1“Multimedia Games” Workshop

  1. 1.1About this Workshop
  2. 1.2Target Market Considerations

2Introduction to Multimedia Game Design

  1. What is the shortest-lived MMO? APB!
  2. What went wrong? … here’s the “inside” story.
  3. 2.1Multimedia Game Design System™ & Components
  4. 2.2Multimedia Mechanics (GM) — Logic & Rules
  5. 2.3Multimedia Display Framework Mechanisms
  6. 2.4“Replayability” — retaining “repeat customers”!
  7. > Deeper Dive: Solving Poor Replayability
  8. ”Opinion: Expanding The “Replay Value” Of Games”
  9. 2.5Play-By-Mail (PBM) Engine
  10. > How to “Construct” a PBM/PBeM Project?
  11. Key Characteristics of 4X Games
  12. > How does it works?
  13. > How to activate the PBM/PBeM engine?
  14. > What to do with its “Game-Turn Results”?
  15. 2.6What IS a Game Book?
  16. GrailQuest Book Series
  17. > Creating “CYOA” Gamebooks
  18. How CYOA Game Books began …
  19. > Design Considerations
  20. > Traditional Retro Game Books
  21. 2.7Comics & Game Book Editions
  22. 2.8Comic Tool References
  23. 2.9Comic Book Screen Captures
  24. > Manual Comic Strip Generation

3Building “Multimedia Solo Adventures”

  1. 3.1Multimedia Components & Data
  2. > Players & Administrator Interfaces
  3. > Adventure games
  4. > Multimedia RPG Foundation Elements
  5. 3.2Solo RPGs vs. MMoRPGs
  6. 3.3Role-Playing Genre Background
  7. 3.4Historical background
  8. > Adventure Games
  9. > Adventure Game Sub-genres
  10. > Solo RPGs Adventures
  11. “The Unlikely Birthplace of JRPGs”
  12. 3.5Solo RPG Adventures — Storyline(s)
  13. 3.6Solo RPG Adventures — Environments Overview
  14. 3.7“RPGs” into “Action-Adventures” — the “Ping-Pong”
  15. 3.8What makes a “Good Multimedia” RPG?
  16. 3.9What’s Your Competition Doing?
  17. > Free PBM/PBeM Engines & Platforms
  18. > Game Competitor Examples

4Multimedia RPG Design Considerations

  1. 4.1Deeper Dive: “Using Content-as-a-Service” (CaaS)
  2. What is a Content-as-a-Service (CaaS)?
  3. 4.2Story Plot Generation
  4. 4.3Story Generation Tools
  5. 4.4Labyrinth Generation Methods
  6. 4.5Fixed Generation (2D Frutti)
  7. > To infinity and beyond …
  8. Arrayed pros and cons
  9. Linked pros and cons
  10. > Deeper Dive: How it works …
  11. 4.6Fixed-Grid & Dynamic Rooms (2D Frutti with sprinkles)
  12. 4.7Pure Linear Labyrinths
  13. > Deeper Dive: Eller’s Algorithm
  14. > Rules for Creating the Perfect Maze
  15. > Depth-First Search (DFS)
  16. 4.8Open-path Worlds
  17. IIPart II: Production & Encoding

5Lesson 2.2: Launching a C2 Game Project

  1. 5.1About Your Project:
  2. 5.2Project Settings:
  3. 5.3Configuration Settings
  4. 5.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 5.5Game Project Organization
  7. 5.6Comparing your code

6Lesson 2.3: Launching a C3 Game Project

  1. 6.1About Your Project
  2. 6.2Project Settings: Color Theme, Start-up & Display
  3. 6.3C3 Advanced, Compatibility Settings, & Editor!
  4. 6.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 6.5Game Project Organization
  7. 6.6Comparing your code
  8. IIIPart III: Developer Guides

7“Quick Start” Rules

  1. 7.1Avatar Characteristics
  2. 7.2Physical Combat
  3. 7.3Armour & Weapons
  4. 7.4Magic Spells & Potions Attacks
  5. > Invoking the Supernatural:
  6. > Potions:
  7. 7.5Avoiding Conflicts
  8. 7.6Adventure Journeys Revisited

8Bison Fortress — Multimedia Editions

  1. 8.1Splash/Language Layout
  2. > Splash Event Sheet (es_Splash)
  3. 8.2es_Common Event Sheet
  4. > Allocate Monsters Function
  5. > Allocate Treasure Function
  6. > Generate Avatar(s) — workshop exercise
  7. > Generate Monster(s) Function
  8. > HUD Administration Function
  9. > Post Monsters Function
  10. > Post Treasures Function
  11. > Preparing HUD Text Function
  12. > Room Administration Function
  13. 8.3Gameplay Prologue
  14. 8.4Main Menu
  15. > es_Menu
  16. 8.5Gameplay Tutorial Layout
  17. 8.6Configuration & Settings
  18. > Administrator’s Access
  19. 8.7Credits & Acknowledgments
  20. 8.8Multimedia Gameplay
  21. > Multimedia Multi-Player
  22. > Comic Books Generation
  23. > Gamebooks Generation
  24. > Play-By-Mail/eMail Publication

9Grail Quest — Multimedia Editions

  1. 9.1Splash/Language Layout
  2. > Splash Event Sheet (es_Splash)
  3. > es_Common
  4. 9.2Gameplay Prologue
  5. 9.3Main Menu
  6. 9.4Gameplay Tutorial
  7. 9.5Configuration & Settings
  8. > Player’s Access
  9. > Administrator’s Access
  10. 9.6Credits & Acknowledgments
  11. 9.7Multimedia Gameplay
  12. > Multimedia Single-Player
  13. > Multimedia Multi-Player
  14. > Visual Novel Generation
  15. > Comic Books Generation
  16. > Gamebooks Generation
  17. > Play-By-Mail/eMail Publication
  18. IVPart IV: Multi-Avatar Design

10Lesson 8: MMoRPG Design

  1. Game Flow for an online Multi-Player Gaming Session!
  2. 10.1MMoRPG Design Considerations
  3. Animated Avatars (with “Download example”)
  4. > Human Reaction Timing (for concurrent gameplay)
  5. (Quoted) “Reaction Time Statistics”
  6. > FYI Network Infrastructures (for concurrent gameplay)
  7. > Deeper Dive: Testing MMoGs Locally
  8. > WebSockets Utilized in Multi-Player Concurrent Games
  9. > Prevent cheating in concurrent games?
  10. Local input prediction
  11. 10.2“Multi-Players with Multiple Avatars” (MPMA)
  12. 10.3Logon Layout
  13. > “es_mmog_Logon” Dedicated Event Sheet
  14. 10.4Signalling Group
  15. > The Signalling Logic Sequence
  16. > The Signalling Administration & Management
  17. > “es_mmog_Signalling” Dedicated Event Sheet
  18. 10.5“es_mmog_HOST” Dedicated Event Sheet
  19. > “How does it work?”
  20. > Deeper Dive: “HOST’s” Bandwidth Requirements
  21. > Precision Guidelines
  22. > “Authoritative Events”
  23. > Authoritative Event — Allocate Monsters
  24. > Authoritative Event — Allocate Treasures
  25. > Authoritative Event — Character Controls
  26. > Authoritative Event — Monster AI
  27. > Peer management
  28. > Peer management — On Peer Connected
  29. > Peer management — Defeat Monsters
  30. > Peer management — Health, Healing, Re-spawning?
  31. > Peer management — Update Positions & Inputs
  32. 10.6“es_mmog_PEER” Dedicated Event Sheet
  33. > “Monster Defeated”
  34. > “On Peer Created”
  35. > “Prepare to Send Status”
  36. > Input States for Concurrent Sessions
  37. 10.7“es_mmog_Common” Dedicated Event Sheet
  38. > “Message Logging” (Optional)
  39. > “Animation States” (Optional)
  40. > “Debug & Trouble Shooting” Reports (Optional)
  41. 10.8Comparing your code

11Adding Unique Features

  1. 11.1Construct3 Game Services
  2. 11.2“Single-Player with Multi-Avatars” (SPMA Team)
  3. 11.3“Play Again?”
  4. > Reset Specific Global Variables.
  5. 11.4How to Install Additional Combat Engines
  6. 11.5Using “Families”
  7. Performance Tips, for Families, Behaviors & Animations.
  8. 11.6Choosing Supported Languages
  9. > Internet Language Comparisons.
  10. Content languages market position report.
  11. > How To Integrate Languages?
  12. > Organizing “Language.JSON” files

The Leanpub 60 Day 100% Happiness Guarantee

Within 60 days of purchase you can get a 100% refund on any Leanpub purchase, in two clicks.

See full terms...

Earn $8 on a $10 Purchase, and $16 on a $20 Purchase

We pay 80% royalties on purchases of $7.99 or more, and 80% royalties minus a 50 cent flat fee on purchases between $0.99 and $7.98. You earn $8 on a $10 sale, and $16 on a $20 sale. So, if we sell 5000 non-refunded copies of your book for $20, you'll earn $80,000.

(Yes, some authors have already earned much more than that on Leanpub.)

Learn more about writing on Leanpub

Free Updates. DRM Free.

If you buy a Leanpub book, you get free updates for as long as the author updates the book! Many authors use Leanpub to publish their books in-progress, while they are writing them. All readers get free updates, regardless of when they bought the book or how much they paid (including free).

Most Leanpub books are available in PDF (for computers) and EPUB (for phones, tablets and Kindle). The formats that a book includes are shown at the top right corner of this page.

Finally, Leanpub books don't have any DRM copy-protection nonsense, so you can easily read them on any supported device.

Learn more about Leanpub's ebook formats and where to read them

Write and Publish on Leanpub

You can use Leanpub to easily write, publish and sell in-progress and completed ebooks and online courses!

Leanpub is a powerful platform for serious authors, combining a simple, elegant writing and publishing workflow with a store focused on selling in-progress ebooks.

Leanpub is a magical typewriter for authors: just write in plain text, and to publish your ebook, just click a button. (Or, if you are producing your ebook your own way, you can even upload your own PDF and/or EPUB files and then publish with one click!) It really is that easy.

Learn more about writing on Leanpub