IPart I: Concept & Design
1“Multimedia Games” Workshop
- 1.1About this Workshop
- 1.2Target Market Considerations
2Introduction to Multimedia Game Design
- What is the shortest-lived MMO? APB!
- What went wrong? … here’s the “inside” story.
- 2.1Multimedia Game Design System™ & Components
- 2.2Multimedia Mechanics (GM) — Logic & Rules
- 2.3Multimedia Display Framework Mechanisms
- 2.4“Replayability” — retaining “repeat customers”!
- > Deeper Dive: Solving Poor Replayability
- ”Opinion: Expanding The “Replay Value” Of Games”
- 2.5Play-By-Mail (PBM) Engine
- > How does it works?
- > How to “Construct” a PBM/PBeM Project?
- Key Characteristics of 4X Games
- > How to activate the PBM/PBeM engine?
- > What to do with its “Game-Turn Results”?
- 2.6What IS a Game Book?
- GrailQuest Book Series
- What made the Lone Wolf gamebooks so special?
- > Pseudo Code for Gamebooks
- > Creating “CYOA” Gamebooks
- > Design Considerations
- > Traditional Retro Game Books
- 2.7Comics & Game Book Editions
- 2.8Comic Book Screen Captures
- 2.9Comic Tool References
- > Manual Comic Strip Generation
3Building “Multimedia Solo Adventures”
- 3.1Multimedia Components & Data
- > Players & Administrator Interfaces
- > Adventure games
- > Multimedia RPG Foundation Elements
- 3.2Solo RPGs vs. MMoRPGs
- 3.3Role-Playing Genre Background
- 3.4Historical background
- > Adventure Games
- > Adventure Game Sub-genres
- > Solo RPGs Adventures
- “The Unlikely Birthplace of JRPGs”
- 3.5Solo RPG Adventures — Storyline(s)
- 3.6Solo RPG Adventures — Environments Overview
- 3.7“RPGs” into “Action-Adventures” — the “Ping-Pong”
- 3.8What makes a “Good Multimedia” RPG?
- 3.9What’s Your Competition Doing?
- > Free PBM/PBeM Engines & Platforms
- > Game Competitor Examples
4Multimedia RPG Design Considerations
- 4.1Deeper Dive: “Using Content-as-a-Service” (CaaS)
- What is a Content-as-a-Service (CaaS)?
- 4.2Story Plot Generation
- 4.3Story Generation Tools
- 4.4Labyrinth Generation Methods
- 4.5Fixed Generation (2D Frutti)
- > To infinity and beyond …
- Arrayed pros and cons
- Linked pros and cons
- > Deeper Dive: How it works …
- 4.6Fixed-Grid & Dynamic Rooms (2D Frutti with sprinkles)
- 4.7Pure Linear Labyrinths
- > Deeper Dive: Eller’s Algorithm
- > Rules for Creating the Perfect Maze
- > Depth-First Search (DFS)
- 4.8Open-path Worlds
- IIPart II: Production & Encoding
5Launching a C2 Game Project
- 5.1About Your Project:
- 5.2Project Settings:
- 5.3Configuration Settings
- 5.4Adding Game Phase Layouts
- Layers inside a Layout
- 5.5Game Project Organization
- 5.6Comparing your code
6Launching a C3 Game Project
- 6.1About Your Project
- 6.2Project Settings: Color Theme, Start-up & Display
- 6.3C3 Advanced, Compatibility Settings, & Editor!
- 6.4Adding Game Phase Layouts
- Layers inside a Layout
- 6.5Game Project Organization
- 6.6Comparing your code
7Adding Unique Features
- 7.1Construct3 Game Services
- 7.2“Single-Player with Multi-Avatars” (SPMA Team)
- 7.3“Play Again?”
- > Reset Specific Global Variables.
- 7.4How to Install Additional Combat Engines
- 7.5Using “Families”
- Performance Tips, for Families, Behaviors & Animations.
- 7.6Choosing Supported Languages
- > Internet Language Comparisons.
- Content languages market position report.
- > How To Integrate Languages?
- > Organizing “Language.JSON” files
- IIIPart III: Developer Guide
8“Quick Start” Rules
- 8.1Avatar Characteristics
- 8.2Physical Combat
- 8.3Armour & Weapons
- 8.4Magic Spells & Potions Attacks
- > Invoking the Supernatural:
- > Potions:
- 8.5Avoiding Conflicts
- 8.6Adventure Journeys Revisited
9Bison Fortress — Multimedia Editions
- 9.1Splash/Language Layout
- > Splash Event Sheet (es_Splash)
- 9.2es_Common Event Sheet
- > Allocate Monsters Function
- > Allocate Treasure Function
- > Generate Avatar(s) — workshop exercise
- > Generate Monster(s) Function
- > HUD & PBM Administration Function
- > Post Monsters Function
- > Post Treasures Function
- > Preparing HUD Text Function
- > Room Administration Function
- 9.3Gameplay Prologue
- 9.4Main Menu
- > es_Menu
- 9.5Gameplay Tutorial Layout
- 9.6Configuration & Settings
- > Administrator’s Access
- 9.7Credits & Acknowledgments
- 9.8Multimedia Gameplay — the Chamber Layout
- > es_Chamber Events
- > Multimedia Multi-Player
- > Comic Books Generation
- > Gamebooks Generation
- > Play-By-Mail/eMail Publication
- 9.9Optional Avatar Generation Layout
- IVPart IV: Multi-Avatar Design
10Lesson 8: MMoRPG Design
- Game Flow for an online Multi-Player Gaming Session!
- 10.1MMoRPG Design Considerations
- Animated Avatars (with “Download example”)
- > Human Reaction Timing (for concurrent gameplay)
- (Quoted) “Reaction Time Statistics”
- > FYI Network Infrastructures (for concurrent gameplay)
- > Deeper Dive: Testing MMoGs Locally
- > WebSockets Utilized in Multi-Player Concurrent Games
- > Prevent cheating in concurrent games?
- Local input prediction
- 10.2“Multi-Players with Multiple Avatars” (MPMA)
- 10.3Logon Layout
- > “es_mmog_Logon” Dedicated Event Sheet
- 10.4Signalling Group
- > The Signalling Logic Sequence
- > The Signalling Administration & Management
- > “es_mmog_Signalling” Dedicated Event Sheet
- 10.5“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
- 10.6“es_mmog_PEER” Dedicated Event Sheet
- > “Monster Defeated”
- > “On Peer Created”
- > “Prepare to Send Status”
- > Input States for Concurrent Sessions
- 10.7“es_mmog_Common” Dedicated Event Sheet
- > “Message Logging” (Optional)
- > “Animation States” (Optional)
- > “Debug & Trouble Shooting” Reports (Optional)
- 10.8Comparing your code
- Appendix
Legends of Renowned Deeds™ (LoRD) Rules
- The story thus far …
- Your Account Profile
- > Registration process: Who, What, Where, Why, and How
- > Updating your account information
- > Dedication Points
- > Purchased Points
- > Account Balance
- > Adding new Characters
- Your Avatars
- > Avatar Generation
- > Natural abilities and skills
- > Gender
- > Fantasy Races
- > Invoking the Supernatural
- > Astral Ranges
- > Physical Attacks
- > Weapons & Ballistic Skill Ranges
- The Game
- > The Game Objective
- > The Environment
- > The Town of LakeShore
- Play-By-Mail Game Turn Orders (GTO)
- > How often do I send GTOs? How Long can I play a game?
- > Administrative GTO (1st edition)
- > GTOs for the Ruins of Able-Wyvern (1st edition)