IPart I: Concept & Design
1Lesson 1: The Game Design System™
- 1.1Game Framework Mechanisms
- 1.2Design Considerations
- ”How to Succeed at Making One Game a Month”
- 1.3Deploy as a CMS, PWA, SWPA, or IGM?
- ACTUALLY START THE DAMN GAME …
- “Single Web-Page Application” (SWPA) as defined by MDN!
- 1.4FYI: Creating a CMS or PWA Version?
- Quote from “MDN Web Docs”
- 1.5“Replayability” — Retaining “Repeat Customers”!
- > Deeper Dive: Solving Poor Replayability
- Expanding The “Replay Value” Of Games
- 1.6Gameplay & Modes
- > Human Reaction Timing
- (Quoted) “Reaction Time Statistics”
- > FYI Network Infrastructures
- 1.7Part I Summary
- IIPart II: Production & Encoding
2Lesson 2.2: Launching a C2 Game Project
- 2.1About Your Project:
- 2.2Project Settings:
- 2.3Configuration Settings
- 2.4Adding Game Phase Layouts
- Layers inside a Layout
- 2.5Game Project Organization
- 2.6Comparing your code
3Lesson 2.3: Launching a C3 Game Project
- 3.1About Your Project
- 3.2Project Settings: Color Theme, Start-up & Display
- 3.3C3 Advanced, Compatibility Settings, & Editor!
- 3.4Adding Game Phase Layouts
- Layers inside a Layout
- 3.5Game Project Organization
- 3.6Comparing your code
- IIIPart III: Developer Guides
4Lesson 3: Classic Yahtzee & Others
- 4.1A Game of Strategic Choices
- 4.2Yahtzee Scoring
- > “Numbers” Score Card Section
- > Scoring Chart Tool
- > “Combinations” Score Card Section
- > Multiple Yahtzees
- > Scoring Options
- 4.3Gameplay
- > Strategy tips
- 4.4Rule Variations
- 4.5Differences Between Yacht, Yahtzee, & Farkle?
- 4.6Software Components — the Rules, Logic, & Data
- 4.7Data Structures
- 4.8Step-by-Step Implementation Guide
- > Rolling Dice
- 4.9(Optional) Splash Layout
- 4.10(Optional) Splash Event Sheet
- > Dynamic Language Adjustments
- 4.11Main Menu Layout
- 4.12Main Menu Event Sheet
- 4.13Configuration Layout
- 4.14Configuration Event Sheet
- > Game Configuration JSON
- > More Optional Configuration Settings
- 4.15Gameplay Layout
- 4.16Gameplay Event Sheet Review
- > Manage a Game Turn & Sub-turns Rolls
- > Create Yahtzee’s Scoring Logic
- > Handling Scoring Records and Input Selections
5Lesson 4: Wizard’s Yahtzee
- 5.1Wizard’s Yahtzee Event Sheet
- IVPart IV: Multi-Player Design
6Lesson 5: MMoRPG Design
- Game Flow Phases for any Multi-Player Gaming Session!
- 6.1MMoRPG Design Considerations
- Animated Avatars (with “Download example”)
- > Deeper Dive: Testing MMoGs Locally
- > WebSockets Utilized in Multi-Player Games
- > Prevent cheating?
- Local input prediction
- 6.2“Multi-Players in Multiple Avatars RPGs” (MPMA)
- 6.3Logon Layout
- > “es_mmog_Logon” Dedicated Event Sheet
- 6.4Signalling Group
- > The Signalling Logic Sequence
- > The Signalling Administration & Management
- > “es_mmog_Signalling” Dedicated Event Sheet
- 6.5“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
- 6.6“es_mmog_PEER” Dedicated Event Sheet
- > “Monster Defeated”
- > “On Peer Created”
- > “Prepare to Send Status”
- > Input States
- 6.7“es_mmog_Common” Dedicated Event Sheet
- > “Message Logging” (Optional)
- > “Animation States” (Optional)
- > “Debug & Trouble Shooting” Reports (Optional)
- 6.8Comparing your code
7Part V: What’s next?#
- “How to publish a game on the web??”
8Game Distribution & Marketing
- 8.1Introduction: 8-Step Deployment Method.
- FGL.com
- 8.2Port to a Console
- 8.3Selling Directly — The Advantages
- Shareably (SBLY) looking to rent your games
9Conclusion
- 9.1Book Review Protocol
- 9.2Tell the world about your game!