Building "Role Playing" Browser Games (The Book (only))
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Building "Role Playing" Browser Games

Codeless Game Construction using Construct 2 or Construct 3.

About the Book

Siloed RPG "trade secrets" revealed!

Discover how to create Role-Playing Games using the methods in this expanded chapter from the Construct Game Starter Kit Collection. When you finish this workbook, you will have a production pipeline ready to create as many different RPG games as your imagination can dream up! This is the tool I use in my game production studio that solves RPG Data-intensive operations! You'll also get bonus content, downloads, Construct, PHP, and SQL source code examples, game variation tweaks, and references on how to do everything that works and does not work within this game design workbook. You could copy and paste any examples into your productions and then modify those resources with your bespoke artwork. This workbook will guide you in creating several RPG Game Mechanics (GM) styles as stand-alone or "Content-as-a-Service" (CaaS) by using an innovative approach from "Headless Game Design". We will use those game mechanics, front-end display mechanisms, and these development methods found in the Headless Game Design. By the end of 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. A supporting website is also available to download the bonus content included with your workbook's purchase. This extraordinarily comprehensive guide will teach you how to: 

  • Use either Construct 2 OR Construct 3 as the "Front-end" User's Interface Experience (UIX) for stand-alone RPGs AND if you have access to a back-end database server, create an RPG REST API for Business-to-Business access. 
  • Discover how to create "Single Player / Single- OR Multi-Avatar" RPG games exclusively on the client side without a backend server! Increase your game sales with this single feature alone! Live examples demonstrate this feature about "what works" and "what DOES NOT work".
  •  How to create Loyal Fans and B2B Licensed access within a "Syndicated Business Network" to generate bespoke modules and game expansions for "Syndication Affiliates Only". This is my "Trade Secret" since 1997 with 18 million game access!
  •  Automatically generate various new Quests with innovative features dynamically. 
  • Integrate your RPGs with "Interaction Fiction" (IF) Dialogues, and other game genres.
  • Design your RPGs with various styles of exchangeable "Conflict Resolutions Modules".
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About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. 46th anniversary this coming Sept 1, 2024!

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 found 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 served as a licensed minister since 1972 and as 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 personal website is: http://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/

Packages

The Book (only)

This is the student workbook for the Code-less Game Design Workshop.

  • PDF

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  • WEB

  • English

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Student Workshop Content

Student workshop downloads: - Project 1 Practicum - Artwork for course projects. - End of lesson examples for Construct2 - End of lesson examples for Construct3 - Back-end server content.

Includes:

  • extras
    Student Workshop Content

    Student workshop guide essential files

  • extras
    Construct 2 lesson examples

    All Construct2 Lesson hand-on project.

  • extras
    Construct 3 lesson examples

    All Construct3 Lesson hand-on projects.

  • extras
    Artwork Assets

    Freely available artwork for workshop projects

  • PDF

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  • WEB

  • English

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Instructor Workshop Content

Instructor & workshop leader downloads: • Discounted online certification course access coupon. Earn commissions per "student purchase" at the regular course price. Use your membership code or original invoice number. • Artwork for course projects. • Part II PowerPoint slides with and without Themes. • End of lesson examples for Construct2 • Part III PowerPoint slides with and without Themes. • End of lesson examples for Construct3 • Sample competition examples and JS code. • Part IV PowerPoint slides with and without Themes.

Includes:

  • extras
    Student Workshop Content

    Student workshop guide essential files

  • extras
    Construct 2 lesson examples

    All Construct2 Lesson hand-on project.

  • extras
    Construct 3 lesson examples

    All Construct3 Lesson hand-on projects.

  • extras
    Artwork Assets

    Freely available artwork for workshop projects

  • extras
    Instructor Course Overview & CTE, CSTA standards

    This workshop course is aligned to the Career Technical Education (CTE) and Computer Science Teacher's Association standards. Use these documents to justify public schools courses and after school computer club activities.

  • extras
    Learning Management System & SCORM integration

    Use this additional Construct2 and Construct3 plugins to integrate workshop content in your Learning Management System (LMS) using SCORM.

  • extras
    PowerPoint Theme-less slides

    WIP-TO DO: Insert your bespoke PowerPoint Theme.

  • extras
    PowerPoint Themed slides

    WIP - TO DO: use as is or Insert your bespoke PowerPoint Theme.

  • PDF

  • EPUB

  • WEB

  • English

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Bundles that include this book

$96.98
Bought separately
$45.00
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Table of Contents

  •  
    • Preface
      • Distribution Permission
      • Forewords
      • Disclosures
      • Disclaimer
      • Workbook Content
        • > For Amazon Patrons Only
        • > About this Workbook
        • > How to Read & Use this workbook:
        • > Viewing the eBook:
        • > External Links
        • > References Used
        • > Artificial Intelligence Solutions
      • Your newly obtained skills …
      • More Resources
        • Programming Courses
  • Part I — Concept & Design
    • 1 Role-Playing Games Workshop
      • 1.1 About this Workshop
      • 1.2 Target Market Considerations
    • 2 Building HTML5 “RPG Adventures”
      • 2.1 Game Genre Components & Data
        • > Adventure games
        • > RPG Foundation Elements
      • 2.2 RPGs vs. MMoRPGs
      • 2.3 Role-Playing Genre Background
      • 2.4 Historical background
        • > Adventure Games
        • > Adventure Game Sub-genres
        • > RPGs Adventures
      • 2.5 RPG Adventure — Storyline(s)
      • 2.6 RPG Adventure — Environments Overview
      • 2.7 “RPGs” into “Action-Adventures” — the “Ping-Pong”
      • 2.8 What makes a “Good” RPG?
      • 2.9 What’s Your Competition Doing?
        • > Your Targeted Market — Who’s Playing What?
        • > Game Competitor Examples
    • 3 Introduction to Game Design
      • 3.1 Game Design System™ & Components
        • > Separation of Concerns (SoC)
      • 3.2 Game Mechanics (GM) — Logic & Rules
      • 3.3 Game Display Framework Mechanisms
      • 3.4 “Replayability” — retaining “repeat customers”!
        • > Deeper Dive: Solving Poor Replayability
    • 4 RPG Design Considerations
      • 4.1 Deeper Dive: “Using Content-as-a-Service” (CaaS)
      • 4.2 Story Plot Generation
      • 4.3 Story Generation Tools
      • 4.4 Labyrinth Generation Methods
      • 4.5 Fixed Generation (2D Frutti)
        • > To infinity and beyond …
        • > Deeper Dive: How it works …
      • 4.6 Fixed-Grid & Dynamic Rooms (2D Frutti with sprinkles)
      • 4.7 Pure Linear Labyrinths
        • > Deeper Dive: Eller’s Algorithm
        • > Rules for Creating the Perfect Maze
        • > Depth-First Search (DFS)
      • 4.8 Open-path Worlds
  • Part II: Construct2 Production
    • 5 Lesson 1: Game Project Launch
      • 5.1 About Your Project:
      • 5.2 Project Settings:
      • 5.3 Configuration Settings
      • 5.4 Design Consideration: CMS, PWA, or SWPA!
        • > Creating a C2 SWPA Game Version?
        • > FYI: Creating a C2 CMS or PWA Game Version?
      • 5.5 Comparing your code
    • 6 Lesson 2: Scaling Game Assets & Layouts
      • 6.1 C2 Environment Maps — with plugins
        • > Rexrainbow Maps
        • > C2 Rex Plug-in Summary
        • > Strategic Quest Maps
        • > Regional Quest Maps
        • > Tactical Maps
        • > Town and Settlement Maps
      • 6.2 The Campaign — “…There and Back Again!”
        • > As above, so below … Multi-level Gaming!
    • 7 Lesson 3: Using Layout Layers.
      • 7.1 Lesson Instructions
      • 7.2 Layout
      • 7.3 Comparing your code
    • 8 Lesson 4: Game Mechanics & Events.
      • 8.1 Game Mechanics Structure
      • 8.2 How to Create Events
      • 8.3 Game Set-up
      • 8.4 Game Play Phase
      • 8.5 Project #1 Practicum — “Epic Battles”
        • > Project #1 Instructions
      • 8.6 Comparing your code
    • 9 Lesson 5: Conflict & Combat Resolution.
      • 9.1 Game Phase Preparations
      • 9.2 Game Data Preparations
      • 9.3 Pre-Combat Management
        • > How Command Buttons Work
      • 9.4 Game Play Transitions
      • 9.5 RPG Combat Module(s)
      • 9.6 Comparing your code
      • 9.7 Single Player with Multiple Avatars (SPMA)
        • > Derelict Hulks™ — Artwork, Inspiration, & Rules
    • 10 Lesson 6: He says, “He’s already Got One”!
      • 10.1 Designing your RPG Inventory
      • 10.2 Backpack Dictionary
        • > Deeper Dive: SKUs vs. UPC codes
      • 10.3 Non-Fungible Tokens (NFT)
      • 10.4 Modify a Gamer’s “Discoveries & Inventories”
      • 10.5 “Equipped” Items
      • 10.6 Inventory as a “Dress-up” game??
        • > Dress-up and Construction Considerations
      • 10.7 Creating Your MMoRPG — the easy way!
    • 11 Lesson 7: “Japanese” vs. “Western” RPGs!
      • 11.1 Avatar Dialogs with NPCs as “Interactive Fiction” (IF)
        • > Interactive Fiction (“IF”) Tools
        • > Lesson Instructions: Construct “IF” Integration
      • 11.2 Dialogues with Facial Expressions
      • 11.3 Conversation Sequence
        • > Dialog Data format
      • 11.4 Facial Dialogue Editor
      • 11.5 Dynamic Facial Dialogues
        • > Deeper Dive: Understanding Facial Reactions
        • > Deeper Dive: Locations and Environment Settings
        • > Dialogue Pool Technology
        • > Realistic Artwork Resources
      • 11.6 Deeper Dive: Languages & Cultural Interactions
    • 12 Lesson 8: “Game Lost & Won” Scenes!
      • 12.1 “RPG Quest Finished” Scene(s)
        • > Determine Rules for “Encounter Won”
        • > Determine Rules for “Encounter Lost”
      • 12.2 “Game Lost” Layout Commands
      • 12.3 Download Lesson 8 “.capx” file
  • Part III: Construct3 Production
    • 13 Lesson 1: Game Project Launch
      • 13.1 About Your Project:
      • 13.2 Project Settings: Color Theme, Start-up & Display
      • 13.3 Configuration Settings: Advanced & Editor
      • 13.4 Design Consideration: CMS, PWA, or SWPA!
        • > Creating a C3 SWPA Game Version?
        • > FYI: Creating a C3 CMS or PWA Game Version?
      • 13.5 Comparing your code
    • 14 Lesson 2: Scaling Game Assets & Layouts
      • 14.1 C3 Environment Maps — without plugins
        • > Strategic Quest Maps
        • > Regional Quest Maps
        • > Tactical Maps
        • > Town and Settlement Maps
      • 14.2 The Campaign — “…There and Back Again!”
        • >As above, so below … Multi-level Gaming!
    • 15 Lesson 3: # Lesson 3: Using Layout Layers.
      • 15.1 Lesson Instructions
      • 15.2 Layout
      • 15.3 Comparing your code
    • 16 Lesson 4: Game Mechanics & Events.
      • 16.1 Game Mechanics Structure
      • 16.2 How to Create Events
      • 16.3 Game Set-up
      • 16.4 Game Play Phase
      • 16.5 Project #1 Practicum — “Epic Battles”
        • > Project #1 Instructions
      • 16.6 Comparing your code
    • 17 Lesson 5: Conflict & Combat Resolution.
      • 17.1 Game Phase Preparations
      • 17.2 Game Data Preparations
      • 17.3 Pre-Combat Management
        • > How Command Buttons Work
      • 17.4 Game Play Transitions
      • 17.5 RPG Combat Module(s)
      • 17.6 Comparing your code
      • 17.7 Single Player with Multiple-Avatars (SPMA)
        • > Derelict Hulks™ — Artwork, Inspiration, & Rules
    • 18 Lesson 6: He says, “He’s already Got One”!
      • 18.1 Designing your RPG Inventory
      • 18.2 Backpack Dictionary
        • > Deeper Dive: SKUs vs. UPC codes
      • 18.3 Non-Fungible Tokens (NFT)
      • 18.4 Modify a Gamer’s “Discoveries & Inventories”
      • 18.5 “Equipped” Items
      • 18.6 Inventory as a “Dress-up” game??
        • > Dress-up and Construction Considerations
      • 18.7 Creating Your MMoRPG — the easy way!
    • 19 Lesson 7: “Japanese” vs. “Western” RPGs!
      • 19.1 Avatar Dialogs with NPCs as “Interactive Fiction” (IF)
        • > Interactive Fiction (“IF”) Tools
        • > Lesson Instructions: Construct “IF” Integration
      • 19.2 Dialogues with Facial Expressions
      • 19.3 Conversation Sequence
        • > Dialog Data format
      • 19.4 Facial Dialogue Editor
      • 19.5 Dynamic Facial Dialogues
        • > Deeper Dive: Understanding Facial Reactions
        • > Deeper Dive: Locations and Environment Settings
        • > Dialogue Pool Technology
        • > Realistic Artwork Resources
      • 19.6 Deeper Dive: Languages & Cultural Interactions
    • 20 Lesson 8: “Game Lost & Won” Scenes!
      • 20.1 “RPG Quest Finished” Scene(s)
        • > Determine Rules for “Encounter Won”
        • > Determine Rules for “Encounter Lost”
      • 20.2 “Game Lost” Layout Commands
      • 20.3 Download Lesson 8 “.capx” file
  • Part IV: Expanding Your RPG Prototype
    •  
      •  
        • > Replayability Summary: the ability to …
    • 21 Lesson 9: Adding Unique Features.
      • 21.1 “Play Again?”
        • > Lesson Instructions
        • > Reset the Global Variables.
      • 21.2 A Better “Game Start”
      • 21.3 Integrating Multiple Languages??
      • 21.4 Importing Language.json …
      • 21.5 Don’t tell me … Show Me!
      • 21.6 Main Menu as a “Picture Gallery”?
      • 21.7 “Levels & Campaigns” Layout
      • 21.8 “Create Your Own Adventures” (CYOA)
      • 21.9 Mobile User Interfaces — placement & size
        • > Touch & Mouse Controls
    • 22 Lesson 10: Quests & Chance Encounters
      • 22.1 Inserting Chance Encounters
      • 22.2 Inserting new Quests
      • 22.3 Saving & Loading Game Sessions & Scores
  • Starting Your Own Game Studio!
    • 23 Lesson 11: One “GM” to Rule them all …
    • 24 Lesson 12 Capstone: Exchanging Artwork
      • 24.1 Dynamically Generated Background Stories
      • 24.2 RPG “Back-end” Generation Tools
      • 24.3 Alchemist’s Apprentice™
      • 24.4 Agents from U.N.C.L.E.™
      • 24.5 Derelict Space Hulks™ — Single Player/Multiple Avatars
      • 24.6 Epic Battles — Project #1
      • 24.7 CYOA Strategic Map Quests
      • 24.8 3D Castles, Dungeons, Lairs, Ruins, & Spaceships
        • > Soldier’s Test™
  • What’s next?
    • 25 Game Distribution & Marketing
      • 25.1 Introduction: 8-Step Deployment Method.
      • 25.2 Port to a Console
      • 25.3 Selling Directly — The Advantages
      • 25.4 Book Review Protocol
      • 25.5 Tell the world about your game!
    • 26 Conclusion
    • 27 Bonus Development Content
      • 27.1 Certification 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
    • Additional Appendices
    • Appendix: Making 3D & WebXR Games!
    • 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
  • Appendix 2 — Back-end Systems
    •  
      • Game Services (Back-end)
      • Server-side Frameworks — the CMS
      • Production release version.
      • CodeIgniter & Construct as an Integrated CMS
      • Recipe for a “CodeIgniter v3.x (CI3) CMS”
        • > Deeper Dive: Authentication Systems using "Ion Auth" with CI3
        • > Deeper Dive: Building a Fat-Free Framework (F3) for CI3
  • Appendix: Safe JavaScript Using OLOO
    •  
      • Deeper Dive: JS Delegation (aka “Inheritance”?)
      • The old way
      • Objects Linking to Other Objects (OLOO)
      • Compare your code
      • Object.create
      • Exercise Lesson 9:
      • Game Singletons
      • Deeper Dive: Object Manipulation objects in ES5/6
      • Lesson Summary
      • Resource References:
  • Notes
  • Answers to Exercises
    •  
      • Appendix: Safe JavaScript Using OLOO

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