Building "Strategy" Browser Games
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Building "Strategy" Browser Games

Codeless Game Construction using Construct2 & Construct3

About the Book

Discover how to create online Strategy games using the methods in this single chapter from the "Construct Game Starter Kit Collection" workshop. This chapter leads you through Military Strategy and "Decision Science" game development. This workbook tutorial has both Construct v3 & v2 encoding. It's perfect for novices, experienced web developers, and just anyone wanting their own bespoke "military conquest" game, artwork, and features.

When you finish this Workbook tutorial, you will have a production pipeline to create as many different "Military Strategy" games as your imagination can dream of!

I would like to guide you in creating several styles of Strategy and "military history" 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 Strategy game (with "importable maps and NATO military symbols") - not just a copy of my game, but your very own product using your gaming assets. There is a supporting website where you can download all the bonus content, instructor guides, and PowerPoint slides included with your workbook's purchase.  

The bonus content, download examples, and source code references show how to do every single thing in this game design workbook, so you can copy and paste any example into your productions and then modify those artwork resources for your purposes. General Game Licenses are included with this purchased book if you wish to simply copy and publish my fantasy strategy game version.

This extraordinarily comprehensive guide will teach you how to: 

  • Use Construct - either v2 or v3.
  • How to integrate "Military Strategy" game mechanics into other game genres such as RPG, first-person shooters, Educational content, and Simulation Development!
  • Use your game as a "Progressive Web Application" or "Single Page Web Application" for any device.
  • Analyze current business demand for this game's genre, how, and where to deploy it.
  • Automatically generate various game map boards with terrain features.

If you have any feedback or suggestions please join our email listing or participate in the forum for this workshop course - https://leanpub.com/cgc-starterkit

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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/

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 Introduction to “Code-less” Game Design
      • 1.1 Game Genres Defined
      • 1.2 Game Delivery Modes
        • > Mobile “In Apps Purchases” (IAP) ROI
      • 1.3 Game Tools & Generators
    • 2 Project Management Overview
      • 2.1 Demo Game License(s)
      • 2.2 Game Recipe™ just add Artwork, stir, & season to taste!
      • 2.3 Development:
      • 2.4 Design:
        • > Deeper Dive: How Browser Games Load
      • 2.5 Design Consideration: Background Stories
        • > Deeper Dive: Putting Stories in the Wrong Place
      • 2.6 Construct’s “Code-less” Encoding
        • > Deeper Dive: Creating Display Mechanisms — a 4-Step method
    • 3 “Strategy” & “Decision Science” Genre
      • 3.1 Types of Strategy Games
      • 3.2 Historical background?
      • 3.3 Common Strategy Game Characteristics
      • 3.4 What’s Your Competition Doing?
        • > Your Targeted Market — Who’s Playing What?
      • 3.5 Review your competition and their games
        • Game Examples
    • 4 “Common Core Construction”
      • 4.1 Game Mechanics (GM): Data Structures
        • > Data Design Considerations
        • > Following the herd? - Using expected “Convention”
        • > Terrain and Unit Symbols
      • 4.2 Turn-based Gameplay
        • > Deeper Dive: Multi-Player versions
      • 4.3 Game Framework Mechanisms (GFM)
        • > Deeper Dive: Properly Using D.R.Y. “Event Sheets” as “Includes”!
      • 4.4 Part I: Conclusion
  • Part II: C2 Production
    • 5 Lesson 1: Game Project Launch
      • 5.1 Game Mechanics Used:
      • 5.2 C2 Project Creation
        • > About Your Project:
        • > Project Settings:
        • > Configuration Settings
      • 5.3 Design Considerations: CMS, PWA, or SWPA?!
        • > Creating a C2 SWPA Game Version?
        • > Creating a C2 CMS or PWA Game Version?
        • > Other Visual Layouts
      • 5.4 Comparing your code
    • 6 Lesson 2: Strategic Map(s) & Gameplay
      • 6.1 Gameboard Terrain
      • 6.2 Deeper Dive: Hexagonal Maps
      • 6.3 Comparing your code
    • 7 Lesson 3: Map Exploration during Gameplay
      • 7.1 Design Consideration
      • 7.2 Neutral Settlements & Garrisons
      • 7.3 “Hidden Objects” Game Mechanics
    • 8 Lesson 4: Troops & Heroes Data Records
      • 8.1 Menu Options
      • 8.2 Games ARE databases!
        • > Neutral Garrison & Location records
        • > Troop records
        • > Hero records
          • > Hero Magic Skill
          • > Hero Military Leadership Skill
          • > Other Hero RPG Skills
    • 9 Lesson 5: Pre-Battle Deployment Layout
      • 9.1 Menu Options
      • 9.2 Design Considerations
      • 9.3 Comparing your code
    • 10 Lesson 6: “Conduct the Battle” Layout
    • 11 Lesson 7: Battle Narratives
  • Part III: C3 Production
    • 12 Lesson 1: C3 Game Product Launch
      • 12.1 Game Mechanics Used:
      • 12.2 C3 Project Creation
        • > About Your Project:
        • > Project Settings: Color Theme, Start-up & Display
        • > Configuration Settings: Advanced & Editor
      • 12.3 Design Considerations: CMS, PWA, or SWPA?!
      • 12.4 Creating a C3 SWPA Game Version?
      • 12.5 Creating a C3 CMS or PWA Game Version?
        • > Other Visual Layouts
      • 12.6 Comparing your code
    • 13 Lesson 2: Strategic Map(s) & Gameplay
      • 13.1 Gameboard Terrain
      • 13.2 Deeper Dive: Hexagonal Maps
      • 13.3 Comparing your code
    • 14 Lesson 3: Map Exploration during Gameplay
      • 14.1 Design Consideration
      • 14.2 Neutral Settlements & Garrisons
      • 14.3 “Hidden Objects” Game Mechanics
    • 15 Lesson 4: Troops & Heroes Data Records
      • 15.1 Menu Options
      • 15.2 Games ARE databases!
        • > Neutral Garrison & Location records
        • > Troop records
        • > Hero records
          • > Hero Magic Skill
          • > Hero Military Leadership Skill
          • > Other Hero RPG Skills
    • 16 Lesson 5: Pre-Battle Deployment Layout
      • 16.1 Menu Options
      • 16.2 Design Considerations
      • 16.3 Comparing your code
    • 17 Lesson 6: “Conduct the Battle” Layout
    • 18 Lesson 7: Battle Narratives
  • Part IV: Expanding Your Prototype
    • 19 Lesson 8: Adding Unique Features.
      • 19.1 Deeper Dive: Creating “Add-ons” & “Extensions”
      • 19.2 Deeper Dive: Creating External Project Files?
      • 19.3 “Play Again?”
        • > Lesson Instructions
        • > Reset the Global Variables.
      • 19.4 A Better “Game Start”?
      • 19.5 Customize an Avatar?
      • 19.6 Integrating Multiple Languages??
      • 19.7 Main Menu as a “Campaign Gallery”?
      • 19.8 Saving & Loading Game Sessions
      • 19.9 In-Game Module (IGM) Editor
      • 19.10 Membership System, Logins, & Registrations
  • Starting Your Own Game Studio!
    • 20 Lesson 9: One “GM” to Rule them all!
    • 21 Lesson 10: Capstone — Exchanging Artwork
      • 21.1 Abstract Strategy Games
        • Three Musketeers game board
        • Hnefatafl game board
        • Blue & Gray — a US Civil War “GM Jump-to-Capture”
        • Single-player Variations
        • “EinStein würfelt nicht!”
        • Cathedral — Strategy Board Game for Two Players
      • 21.2 Military Strategy Games
        • Napoleon at Waterloo
      • 21.3 Diplomatic & Political Strategy Games
  • What’s next?
    • 22 Game Distribution & Marketing
      • 22.1 Introduction: 8-Step Deployment Method.
      • 22.2 Port to a Console
      • 22.3 Selling Directly — The Advantages
      • 22.4 Book Review Protocol
      • 22.5 Tell the world about your game!
    • 23 Conclusion
  • Bonus Development Content
    • 24 Rogue Prince™ Guides
      • 24.1 Player’s Guide
    • 25 Instructor’s Workshops & Educational Guides
      • 25.1 Workshops Available
      • 25.2 Certification Examination
    • 26 Rogue Prince™ Administrator Guide
      • 26.1 Settings
      • 26.2 Advanced Rules
    • 27 Rogue Prince™ Developer’s Guide
      • 27.1 “Event Sheets” Index & Game Flow
        • > External CMS Pages
        • > Demonstration Game — deployed as a “client-side” SWPA edition.
      • 27.2 Supporting Layouts & Event Sheets
      • 27.3 Avatar Editor
        • Avatar Storage Options
      • 27.4 IGM Editor
  • 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: Making 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: 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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