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Multimedia Game Development Workshop

Developer's Guide for “Bison Fortress™”

Multimedia Game Development Workshop
This book is 70% completeLast updated on 2026-11-13

Use these templates to create Visual Novels, Comic books, CYOA game books, or Play-By-eMail "after-action" reports for two multimedia game projects.

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About

About

About the Book

This package includes Developer's Guides, the official website, and the source code for Construct 2 & 3 for two Multimedia Projects!

"Bison Fortress™" is a refactored edition of the very first solitaire adventure from “Tunnels & Trolls”—"Buffalo Castle". This is a "Content-as-a-Service (CaaS) publishing template for Visual Novels, Comic books, Gamebooks, and Play-By-Mail after-action reports. It adapts easily to any gaming theme, and these multimedia events integrate smoothly into any gaming genre. "Bison Fortress™" gives your would-be heroes the best place to start their campaigns as an "Adventurer of Renown™" before advancing into its enhanced sister game, the "Legends of Renown Deeds (LoRD)".

"Quest for the Grail™" is a multimedia adventure inspired by Arthurian legends. Players can embody knights of the Round Table — Sir Galahad, Sir Gawain, Sir Lancelot, or Sir Percival — as they pursue the Holy Grail through visions, trials, and divine revelations — an inspiring game that celebrates themes of purity, prophecy, and mystical grace. This Multimedia template also adapts easily to other RPG "Strategic Adventure" themes and integrates into any gaming genre. "Quest for the Grail™" gives your religious RPG avatars the best place to start their campaigns as "Disciples of Renown™" before advancing to its enhanced sister game—the "Legends of Renown Deeds (LoRD)".

Game Features ...

  • No third-party plugins used.
  • Create, publish, and sell adventure comic books about your favorite character's adventures!
  • Includes the Developer's Guide, Student Workbook, AND a Player's Guide. The Student Workbook and Developer's Guide break down the game flow and logic into easy-to-follow step-by-step lessons.
  • Supports gameplay in any language! Easily include additional languages using the guidance found in the Developer's Guide!
  • This is only two of several multimedia games from the Building Role Playing Browser Games workbook, available on Amazon, LeanPub, or in the Construct Asset Store.
  • Install 12 different Combat Engines or craft your own.
  • Share and include other authors' extensions using Construct Gaming Services!
  • Multi-Player support for either single- or multi-avatar teams.
  • Written in both Construct2 and Construct3.
  • Easily integrates into ANY gaming genre as an "In-Game Module" (IGM).
  • Uses an INNOVATIVE DATA-DRIVEN TECHNIQUE.

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

1“Multimedia Games” Workshop

  1. 1.1About this Workshop
  2. 1.2Target Market Considerations

2Introduction to Multimedia Game Design

  1. What is the shortest-lived MMO? APB!
  2. What went wrong? … here’s the “inside” story.
  3. 2.1Multimedia Game Design System™ & Components
  4. 2.2Multimedia Mechanics (GM) — Logic & Rules
  5. 2.3Multimedia Display Framework Mechanisms
  6. 2.4“Replayability” — retaining “repeat customers”!
  7. > Deeper Dive: Solving Poor Replayability
  8. ”Opinion: Expanding The “Replay Value” Of Games”
  9. 2.5Play-By-Mail (PBM) Engine
  10. > How does it works?
  11. > How to “Construct” a PBM/PBeM Project?
  12. Key Characteristics of 4X Games
  13. > How to activate the PBM/PBeM engine?
  14. > What to do with its “Game-Turn Results”?
  15. 2.6What IS a Game Book?
  16. GrailQuest Book Series
  17. What made the Lone Wolf gamebooks so special?
  18. > Pseudo Code for Gamebooks
  19. > Creating “CYOA” Gamebooks
  20. > Design Considerations
  21. > Traditional Retro Game Books
  22. 2.7Comics & Game Book Editions
  23. 2.8Comic Book Screen Captures
  24. 2.9Comic Tool References
  25. > Manual Comic Strip Generation

3Building “Multimedia Solo Adventures”

  1. 3.1Multimedia Components & Data
  2. > Players & Administrator Interfaces
  3. > Adventure games
  4. > Multimedia RPG Foundation Elements
  5. 3.2Solo RPGs vs. MMoRPGs
  6. 3.3Role-Playing Genre Background
  7. 3.4Historical background
  8. > Adventure Games
  9. > Adventure Game Sub-genres
  10. > Solo RPGs Adventures
  11. “The Unlikely Birthplace of JRPGs”
  12. 3.5Solo RPG Adventures — Storyline(s)
  13. 3.6Solo RPG Adventures — Environments Overview
  14. 3.7“RPGs” into “Action-Adventures” — the “Ping-Pong”
  15. 3.8What makes a “Good Multimedia” RPG?
  16. 3.9What’s Your Competition Doing?
  17. > Free PBM/PBeM Engines & Platforms
  18. > Game Competitor Examples

4Multimedia RPG Design Considerations

  1. 4.1Deeper Dive: “Using Content-as-a-Service” (CaaS)
  2. What is a Content-as-a-Service (CaaS)?
  3. 4.2Story Plot Generation
  4. 4.3Story Generation Tools
  5. 4.4Labyrinth Generation Methods
  6. 4.5Fixed Generation (2D Frutti)
  7. > To infinity and beyond …
  8. Arrayed pros and cons
  9. Linked pros and cons
  10. > Deeper Dive: How it works …
  11. 4.6Fixed-Grid & Dynamic Rooms (2D Frutti with sprinkles)
  12. 4.7Pure Linear Labyrinths
  13. > Deeper Dive: Eller’s Algorithm
  14. > Rules for Creating the Perfect Maze
  15. > Depth-First Search (DFS)
  16. 4.8Open-path Worlds
  17. IIPart II: Production & Encoding

5Launching a C2 Game Project

  1. 5.1About Your Project:
  2. 5.2Project Settings:
  3. 5.3Configuration Settings
  4. 5.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 5.5Game Project Organization
  7. 5.6Comparing your code

6Launching a C3 Game Project

  1. 6.1About Your Project
  2. 6.2Project Settings: Color Theme, Start-up & Display
  3. 6.3C3 Advanced, Compatibility Settings, & Editor!
  4. 6.4Adding Game Phase Layouts
  5. Layers inside a Layout
  6. 6.5Game Project Organization
  7. 6.6Comparing your code

7Adding Unique Features

  1. 7.1Construct3 Game Services
  2. 7.2“Single-Player with Multi-Avatars” (SPMA Team)
  3. 7.3“Play Again?”
  4. > Reset Specific Global Variables.
  5. 7.4How to Install Additional Combat Engines
  6. 7.5Using “Families”
  7. Performance Tips, for Families, Behaviors & Animations.
  8. 7.6Choosing Supported Languages
  9. > Internet Language Comparisons.
  10. Content languages market position report.
  11. > How To Integrate Languages?
  12. > Organizing “Language.JSON” files
  13. IIIPart III: Developer Guide

8“Quick Start” Rules

  1. 8.1Avatar Characteristics
  2. 8.2Physical Combat
  3. 8.3Armour & Weapons
  4. 8.4Magic Spells & Potions Attacks
  5. > Invoking the Supernatural:
  6. > Potions:
  7. 8.5Avoiding Conflicts
  8. 8.6Adventure Journeys Revisited

9Bison Fortress — Multimedia Editions

  1. 9.1Splash/Language Layout
  2. > Splash Event Sheet (es_Splash)
  3. 9.2es_Common Event Sheet
  4. > Allocate Monsters Function
  5. > Allocate Treasure Function
  6. > Generate Avatar(s) — workshop exercise
  7. > Generate Monster(s) Function
  8. > HUD & PBM Administration Function
  9. > Post Monsters Function
  10. > Post Treasures Function
  11. > Preparing HUD Text Function
  12. > Room Administration Function
  13. 9.3Gameplay Prologue
  14. 9.4Main Menu
  15. > es_Menu
  16. 9.5Gameplay Tutorial Layout
  17. 9.6Configuration & Settings
  18. > Administrator’s Access
  19. 9.7Credits & Acknowledgments
  20. 9.8Multimedia Gameplay — the Chamber Layout
  21. > es_Chamber Events
  22. > Multimedia Multi-Player
  23. > Comic Books Generation
  24. > Gamebooks Generation
  25. > Play-By-Mail/eMail Publication
  26. 9.9Optional Avatar Generation Layout
  27. IVPart IV: Multi-Avatar Design

10Lesson 8: MMoRPG Design

  1. Game Flow for an online Multi-Player Gaming Session!
  2. 10.1MMoRPG Design Considerations
  3. Animated Avatars (with “Download example”)
  4. > Human Reaction Timing (for concurrent gameplay)
  5. (Quoted) “Reaction Time Statistics”
  6. > FYI Network Infrastructures (for concurrent gameplay)
  7. > Deeper Dive: Testing MMoGs Locally
  8. > WebSockets Utilized in Multi-Player Concurrent Games
  9. > Prevent cheating in concurrent games?
  10. Local input prediction
  11. 10.2“Multi-Players with Multiple Avatars” (MPMA)
  12. 10.3Logon Layout
  13. > “es_mmog_Logon” Dedicated Event Sheet
  14. 10.4Signalling Group
  15. > The Signalling Logic Sequence
  16. > The Signalling Administration & Management
  17. > “es_mmog_Signalling” Dedicated Event Sheet
  18. 10.5“es_mmog_HOST” Dedicated Event Sheet
  19. > “How does it work?”
  20. > Deeper Dive: “HOST’s” Bandwidth Requirements
  21. > Precision Guidelines
  22. > “Authoritative Events”
  23. > Authoritative Event — Allocate Monsters
  24. > Authoritative Event — Allocate Treasures
  25. > Authoritative Event — Character Controls
  26. > Authoritative Event — Monster AI
  27. > Peer management
  28. > Peer management — On Peer Connected
  29. > Peer management — Defeat Monsters
  30. > Peer management — Health, Healing, Re-spawning?
  31. > Peer management — Update Positions & Inputs
  32. 10.6“es_mmog_PEER” Dedicated Event Sheet
  33. > “Monster Defeated”
  34. > “On Peer Created”
  35. > “Prepare to Send Status”
  36. > Input States for Concurrent Sessions
  37. 10.7“es_mmog_Common” Dedicated Event Sheet
  38. > “Message Logging” (Optional)
  39. > “Animation States” (Optional)
  40. > “Debug & Trouble Shooting” Reports (Optional)
  41. 10.8Comparing your code
  42. Appendix

Legends of Renowned Deeds™ (LoRD) Rules

  1. The story thus far …
  2. Your Account Profile
  3. > Registration process: Who, What, Where, Why, and How
  4. > Updating your account information
  5. > Dedication Points
  6. > Purchased Points
  7. > Account Balance
  8. > Adding new Characters
  9. Your Avatars
  10. > Avatar Generation
  11. > Natural abilities and skills
  12. > Gender
  13. > Fantasy Races
  14. > Invoking the Supernatural
  15. > Astral Ranges
  16. > Physical Attacks
  17. > Weapons & Ballistic Skill Ranges
  18. The Game
  19. > The Game Objective
  20. > The Environment
  21. > The Town of LakeShore
  22. Play-By-Mail Game Turn Orders (GTO)
  23. > How often do I send GTOs? How Long can I play a game?
  24. > Administrative GTO (1st edition)
  25. > GTOs for the Ruins of Able-Wyvern (1st edition)

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