Building Combat Engines for Browser Games (Student Workshop Book & Files)
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Building Combat Engines for Browser Games

Codeless Game Construction using Construct2 & Construct3

About the Book

This innovative collection of combat engines uses a dynamic tactic menu and narratives. It also supports "Play By Mail", "Play By Email", and Comic Book publishing. You can easily integrate these combat engines into any game genre's conflict encounters -- it is designed to replace the traditional "die-rolls" with more interactive combat participation.

I use this collection of conflict resolution systems in several of my RPG Series and other games. Each system is a "stand-alone" and "In-Game" module that can replace, add to, or substitute any conflict resolution system in any game. 

 • Deployment modes -- single-player, multi-player, client-side only, and client/server.

 • All are turn-based -- meaning each player submits their tactics during a combat round. 

 • 'Game Turn Orders' (GTO) are submitted sequentially or simultaneously.

 • These are NOT tied to any gaming rules. This gives you the freedom to dictate, weapons used (physical or 'abstract' as in magic spells), damage inflicted, and duel termination conditions.

12 Combat Engines:

(also available as a single chapter purchase)

  • Combat Engine #1: "ce1"; "simple 5-second comparison" for spsa, spma, or mpsa; also perfect for card games such as "Black Jack" or "Magic the Gathering"!!
  • Combat Engine #2: "ce2"; with minimal narrative for spsa, spma, mpsa, mpma; 
  • Combat Engine #3: "ce3"; the Original Standard Module from Legends of Renown Deeds
  • Combat Engine #4: "ce4"; "Match3-style" Game Mechanics; for spsa, mpsa
  • Combat Engine #5: "ce5"; "Guitar Hero" defensive combat for spsa, mpsa
  • Combat Engine #6: "ce6"; "Rock, Paper, & Scissors" a child's game turned deadly for spsa, spma, mpsa, mpma;
  • Combat Engine #7: "ce7"; "Astral & Cosmic" from the Mages of Renown Game Mechanics; for spsa, spma, mpsa, mpma;
  • Combat Engine #8: "ce8"; "Click Fest Timing" for gamers on caffeine for spsa, mpsa; 
  • Combat Engine #9: "ce9"; "En Gard" simultaneous pattern comparisons; for spsa, spma, mpsa, mpma;
  • Combat Engine #10: "ce10"; First Person "Action/Shooter" Game Mechanics;
  • Combat Engine #11: "ce11"; "Wheel of Fortune"; diced percental event substitution
  • Combat Engine #12: "ce12"; "Los Vegas-style Slot Machine"

SPSA - Single Player / Single Avatar.

SPMA - Single Player / Multiple Avatar team.

MPSA - Multi-Player / Single Avatar.

MPMA - Multi-Player / Multiple Avatar teams as in Table-top wargames.

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About the Author

Stephen Gose
Stephen Gose

Avatar is an adorable cartoon sketch of my wife. My 47th anniversary is this coming Sept 1, 2025!

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: 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 workshop textbook ONLY WITHOUT artwork resources; NO Source Code Files.

  • PDF

  • EPUB

  • WEB

  • English

Free!
With Membership
$19.99
Suggested price
Student Workshop Book & Files

These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.

Includes:

  • extras
    Artwork Assets for Combat Engines

    This is the artwork collection used in Combat Engines

  • extras
    Construct2 Workshop Package

    These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.

  • extras
    Construct3 Workshop Package

    These are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.

  • PDF

  • EPUB

  • WEB

  • English

Free!
With Membership
$29.00
Suggested price
Non-attendee student resource files

Amazon or other Book Distributor purchases! Only LeanPub.com offers workshop resources and source code files. See your workbook Part IV for your reimbursement coupon. Here are the resource files available to workshop attendees.

Includes:

  • extras
    Artwork Assets for Combat Engines

    This is the artwork collection used in Combat Engines

  • extras
    Construct2 Workshop Package

    These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.

  • extras
    Construct3 Workshop Package

    These are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.

  • PDF

  • EPUB

  • WEB

  • English

Free!
With Membership
$29.99
Suggested price
Instruct workshop book, instruction resources, & files

These are the Instructor's resources to conduct the "Building Combat Engines for Browser Games" workshop.

Includes:

  • extras
    Artwork Assets for Combat Engines

    This is the artwork collection used in Combat Engines

  • extras
    Construct2 Workshop Package

    These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.

  • extras
    Construct3 Workshop Package

    These are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.

  • extras
    Instructor Resource Files

    These are the Instructor resource files to conduct the "Building Combat Engines for Browser Games" workshop.

  • PDF

  • EPUB

  • WEB

  • English

Free!
With Membership
$59.00
Suggested price

Table of Contents

  •  
    • Preface
      • Distribution Permission
      • Forewords
      • Disclosures
      • Disclaimer
      • Workbook Content
        • > For Patrons from Amazon and other Book Distributors
        • > About this Workbook
        • > How to Read & Use this workbook:
        • > Viewing the eBook:
        • > External Links
        • > References Used
      • Your newly obtained skills …
      • More Resources
      • Programming Courses
  • Part I — Concept & Design
    • 1 “Code-less” Game Design
      • 1.1 Game Genres Defined
      • 1.2 Demand for Abstract Games
      • 1.3 Game Delivery Modes
        • > Mobile “In Apps Purchases” (IAP) ROI
      • 1.4 Game Tools & Generators
        • > The Digital Ludeme Project
        • > Ludii General Game System
    • 2 Combat Engine Designs
      • 2.1 Engine Considerations
        • > Determining Successful “Hits”
        • > Determining Inflicted Damage
        • > Combination Experiments
        • > “Now What!” — Answering Our Question #3
        • > Summary
      • 2.2 So, Give Me Some Space …
        • > Deeper Dive: Melee Weapons
        • > Deeper Dive: Ranged Weapons
      • 2.3 Rules of Engagement: Take 5 paces, turn and …
      • 2.4 Yo bro, give me some skin …
        • > Creating an Avatar’s Visuals
        • > Creating an Avatar’s metadata
      • 2.5 Been there … done that …
      • 2.6 Finite State Machines (FSM)
        • > FSM Resolving Combat Outcomes
        • > FSM Resolving AI behaviors
      • 2.7 Recursive World Feedback
        • > Probability Data Tables
    • 3 Project Management Overview
      • 3.1 “Loose lips sink ships” … and revenues!
      • 3.2 Game Recipe™ just add Artwork, stir, & season to taste!
        • > Conflict Resolution & Victory
        • > Deeper Dive: Developer’s Right or Left-handed Bias?
      • 3.3 Development:
        • > Step #1: Understanding “Human Limitations” & Requirements
        • > Step #2: The “Elevator Speech” & Description
      • 3.4 Design:
        • > Deeper Dive: Putting Background Stories in the Wrong Place
      • 3.5 Construct’s “Code-less” Encoding
        • > Deeper Dive: Creating Display Mechanisms — a 4-Step method
    • 4 Part I: Conclusion
  • Part II: Starting a C2 Production
    • 5 C2 “Combat Engine” Project
      • 5.1 About Your Project
      • 5.2 Project Settings:
      • 5.3 Configuration Settings
      • 5.4 Design Considerations: CMS, PWA, or SWPA?!
        • > Creating a C2 SWPA Game Version?
        • > Creating a C2 CMS or PWA Game Version?
      • 5.5 Season to Taste …
      • 5.6 Comparing your code
  • Part III: Starting a C3 Production
    • 6 C3 “Combat Engine” Project
      • 6.1 About Your Project
      • 6.2 Project Settings: Color Theme, Start-up & Display
      • 6.3 Configuration Settings: Advanced & Editor
      • 6.4 Design Considerations: CMS, PWA, or SWPA?!
        • > Creating a C3 SWPA Game Version?
        • > Creating a C3 CMS or PWA Game Version?
      • 6.5 Season to Taste …
      • 6.6 Comparing your code
  • Part IV: Combat Engines (CE)
    •  
      •  
        • How to Use this Collection
        • Combat Engine License
    • 7 CE #1 — “5-Second Comparison”
      • 7.1 Developer’s Guide
        • > Gameplay Flow
        • > The Workhorse — “es_ce1Config”!
        • > Keyboard commands
        • > Supporting Functions
        • > Upload Saved Avatars
        • >“In-Game Module” (IGM) Example
      • 7.2 Construct Source Code
        • > Bonus Card Game — “Black Jack” (IGM)
    • 8 CE #2 — “Minimal Narratives”
      • 8.1 Developer’s Guide
        • > Client/Server — HTML, W3CSS, JQuery, AJAX, & PHP Source Code
        • > Client-side — Construct Source Code
      • 8.2 Construct Source Code
        • > Bonus RPG IGM — “The Blood Pit Arena”™
    • 9 CE #3 — “Original Standard Module”
      • 9.1 Developer’s Guide
      • 9.2 Construct Source Code
    • 10 CE #4 — “Match3”
      • 10.1 Developer’s Overview
      • 10.2 Construct Source Code
    • 11 CE #5 — “Guitar Hero”
      • 11.1 Design Options …
      • 11.2 Developer’s Overview
      • 11.3 Construct Source Code
        • > Bonus Racing Games
    • 12 CE #6 — “Rock, Paper, Scissors” (RPS)
      • 12.1 Developer’s Overview
      • 12.2 Construct Source Code
    • 13 CE #7 — “Astral & Cosmic Magic”
      • 13.1 Developer’s Overview
      • 13.2 Construct Source Code
    • 14 CE #8 — “Click Fest”
      • 14.1 Construct Source Code
    • 15 CE #9 — “En Gard”
      • 15.1 Developer’s Overview
      • 15.2 Construct Source Code
    • 16 CE #10 — “1st Person”
      • 16.1 Developer’s Overview
      • 16.2 Construct Source Code
    • 17 CE #11 — “Wheel of Fate”
      • 17.1 Developer’s Overview
      • 17.2 Construct Source Code
    • 18 CE #12 — “Slot Machine”
      • 18.1 Developer’s Overview
      • 18.2 Construct Source Code
    • 19 What’s next?
      • 19.1 Game Distribution & Marketing
      • 19.2 Introduction: 8-Step Deployment Method.
      • 19.3 Port to a Console
      • 19.4 Selling Directly — The Advantages
      • 19.5 Book Review Protocol
      • 19.6 Tell the world about your game!
    • 20 Conclusion
  • Appendix
    • More Resources …
      • “You don’t know JS Yet” by Kyle Simpson
      • Construct Demos
    • Appendix: Game Developer Tool Kits
      • Artwork Resources
      • Selling your Game Artwork & Assets
      • JavaScript Garden
    • Additional Appendices
  • 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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