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Building Yahtzee and other Dice Games

Codeless Game Construction for Yacht, Yahtzee, Farkel, & Wizard’s Yahtzee

Discover how to create various types of Dice Games using these methods from the "Construct Game Starter Kit" collection. By the end of this instructional workbook, you will have a production pipeline that gives you the ability to create as many unique "Yahtzee-style" browser games as your imagination can conceive! This will enable you to explore your creative ideas faster and with greater confidence using this prototype template.

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About

About

About the Book

Discover how to create various types of Dice Games using these methods from the "Construct Game Starter Kit" collection. By the end of this instructional workbook, you will have a production pipeline that gives you the ability to create as many unique "Yahtzee-style" browser games as your imagination can conceive! This will enable you to explore your creative ideas faster and with greater confidence using this prototype template.

I would like to guide you in creating 20+ Dice game mechanics. We will use these game mechanics, display mechanisms and those development methods. By the end of this workbook, you should have a fully functional Yahtzee game - not just a copy of my game, but your very own product using your own gaming assets. There is a supporting website where you can download the bonus content included with your workbook's purchase.

You'll also get bonus content, download examples, and source code references on how to do every single thing in this game design workbook, so you can copy and paste any example into your own productions and then modify those resources for your own purposes. General Game Licenses are included in this purchased book if you wish to simply copy and publish my version.

This extraordinarily comprehensive workbook shows you how to:

  • Use Construct - either v2 or v3. No third-party plugins are used.
  • Integrate "Multi-sided Dice" game mechanics into other "Yahtzee-style" games.
  • Deploy your game edition as a "Content Management System" (CMS), a "Progressive Web Application" (PWA), or a "Single Page Web Application" for any device.
  • Analyze current international business demands for this type of dice game genre and explore how and where to deploy it.
  • Automatically generate a variety of game editions by using this Developer Guide and gaming templates.
  • Learn how to calculate game-turns, game complexity, and players' scores.
  • Gain a clear understanding of dice game mechanics, scoring, and game complexity to build engaging and well-structured dice games.

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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

1Lesson 1: The Game Design System™

  1. 1.1Game Framework Mechanisms
  2. 1.2Design Considerations
  3. How to Succeed at Making One Game a Month
  4. 1.3Deploy as a CMS, PWA, SWPA, or IGM?
  5. ACTUALLY START THE DAMN GAME …
  6. “Single Web-Page Application” (SWPA) as defined by MDN!
  7. 1.4FYI: Creating a CMS or PWA Version?
  8. Quote from “MDN Web Docs
  9. 1.5“Replayability” — Retaining “Repeat Customers”!
  10. > Deeper Dive: Solving Poor Replayability
  11. Expanding The “Replay Value” Of Games
  12. 1.6Gameplay & Modes
  13. > Human Reaction Timing
  14. (Quoted) “Reaction Time Statistics
  15. > FYI Network Infrastructures
  16. 1.7Part I Summary
  17. IIPart II: Production & Encoding

2Lesson 2.2: Launching a C2 Game Project

  1. 2.1About Your Project:
  2. 2.2Project Settings:
  3. 2.3Configuration Settings
  4. 2.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 2.5Game Project Organization
  7. 2.6Comparing your code

3Lesson 2.3: Launching a C3 Game Project

  1. 3.1About Your Project
  2. 3.2Project Settings: Color Theme, Start-up & Display
  3. 3.3C3 Advanced, Compatibility Settings, & Editor!
  4. 3.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 3.5Game Project Organization
  7. 3.6Comparing your code
  8. IIIPart III: Developer Guides

4Lesson 3: Classic Yahtzee & Others

  1. 4.1A Game of Strategic Choices
  2. 4.2Yahtzee Scoring
  3. > “Numbers” Score Card Section
  4. > Scoring Chart Tool
  5. > “Combinations” Score Card Section
  6. > Multiple Yahtzees
  7. > Scoring Options
  8. 4.3Gameplay
  9. > Strategy tips
  10. 4.4Rule Variations
  11. 4.5Differences Between Yacht, Yahtzee, & Farkle?
  12. 4.6Software Components — the Rules, Logic, & Data
  13. 4.7Data Structures
  14. 4.8Step-by-Step Implementation Guide
  15. > Rolling Dice
  16. 4.9(Optional) Splash Layout
  17. 4.10(Optional) Splash Event Sheet
  18. > Dynamic Language Adjustments
  19. 4.11Main Menu Layout
  20. 4.12Main Menu Event Sheet
  21. 4.13Configuration Layout
  22. 4.14Configuration Event Sheet
  23. > Game Configuration JSON
  24. > More Optional Configuration Settings
  25. 4.15Gameplay Layout
  26. 4.16Gameplay Event Sheet Review
  27. > Manage a Game Turn & Sub-turns Rolls
  28. > Create Yahtzee’s Scoring Logic
  29. > Handling Scoring Records and Input Selections

5Lesson 4: Wizard’s Yahtzee

  1. 5.1Wizard’s Yahtzee Event Sheet
  2. IVPart IV: Multi-Player Design

6Lesson 5: MMoRPG Design

  1. Game Flow Phases for any Multi-Player Gaming Session!
  2. 6.1MMoRPG Design Considerations
  3. Animated Avatars (with “Download example”)
  4. > Deeper Dive: Testing MMoGs Locally
  5. > WebSockets Utilized in Multi-Player Games
  6. > Prevent cheating?
  7. Local input prediction
  8. 6.2“Multi-Players in Multiple Avatars RPGs” (MPMA)
  9. 6.3Logon Layout
  10. > “es_mmog_Logon” Dedicated Event Sheet
  11. 6.4Signalling Group
  12. > The Signalling Logic Sequence
  13. > The Signalling Administration & Management
  14. > “es_mmog_Signalling” Dedicated Event Sheet
  15. 6.5“es_mmog_HOST” Dedicated Event Sheet
  16. > “How does it work?”
  17. > Deeper Dive: “HOST’s” Bandwidth Requirements
  18. > Precision Guidelines
  19. > “Authoritative Events”
  20. > Authoritative Event — Allocate Monsters
  21. > Authoritative Event — Allocate Treasures
  22. > Authoritative Event — Character Controls
  23. > Authoritative Event — Monster AI
  24. > Peer management
  25. > Peer management — On Peer Connected
  26. > Peer management — Defeat Monsters
  27. > Peer management — Health, Healing, Re-spawning?
  28. > Peer management — Update Positions & Inputs
  29. 6.6“es_mmog_PEER” Dedicated Event Sheet
  30. > “Monster Defeated”
  31. > “On Peer Created”
  32. > “Prepare to Send Status”
  33. > Input States
  34. 6.7“es_mmog_Common” Dedicated Event Sheet
  35. > “Message Logging” (Optional)
  36. > “Animation States” (Optional)
  37. > “Debug & Trouble Shooting” Reports (Optional)
  38. 6.8Comparing your code

7Part V: What’s next?#

  1. “How to publish a game on the web??”

8Game Distribution & Marketing

  1. 8.1Introduction: 8-Step Deployment Method.
  2. FGL.com
  3. 8.2Port to a Console
  4. 8.3Selling Directly — The Advantages
  5. Shareably (SBLY) looking to rent your games

9Conclusion

  1. 9.1Book Review Protocol
  2. 9.2Tell the world about your game!

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