Building Bump & Jump-to-Capture Browser Games

Building Bump & Jump-to-Capture Browser Games

Stephen Gose
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Table of Contents

Preface›

  • 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 “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 Project Management Overview
    • 2.1 Demo Game License
    • 2.2 Game Recipe™ just add Artwork, stir, & season to taste!
    • 2.3 Development:
    • 2.4 Design:
    • > Deeper Dive: Putting Background Stories in the Wrong Place
    • 2.5 Construct’s “Code-less” Encoding
    • > Deeper Dive: Creating Display Mechanisms — a 4-Step method
  • 3 Starting a “Bump or Jump” To Capture Game
    • 3.1 Design Considerations
    • > Following the herd? — Use expected “Conventions”
    • 3.2 Game Mechanics (GM) — Logic & Rules
    • 3.3 Game Mechanics (GM) — Data Structure
    • > Deeper Dive: Undoing a Jump move?
    • 3.4 Game Framework Mechanisms (GFM)
    • > Deeper Dive: Using D.R.Y. “Event Sheets” as “Includes”!
    • 3.5 Turn-based Gameplay
    • > Deeper Dive: Multi-Player versions
    • > Deeper Dive: Construct’s Multi-Player Plugin
  • 4 “Bump-To-Capture” (B2C) Concept & Design
    • 4.1 Creating a “B2C” Chess Variant
    • > Deeper Dive: Vassal or “Zillions-of-Games” vs. Construct & Jocly?
    • 4.2 Reviewing our “B2C” Competition
  • 5 Part I: Conclusion

Part II: Starting C2 Production›

  • 6 Lesson 1: C2 “Jump-To-Capture” Project
    • 6.1 About Your Project
    • 6.2 Project Settings:
    • 6.3 Configuration Settings
    • 6.4 Design Considerations: CMS, PWA, or SWPA?!
    • > Creating a C2 SWPA Game Version?
    • > Creating a C2 CMS or PWA Game Version?
    • 6.5 Season to Taste …
    • 6.6 Comparing your code

Part III: Starting C3 Production›

  • 7 Lesson 1: C3 “Jump-To-Capture” Project
    • 7.1 About Your Project
    • 7.2 Project Settings: Color Theme, Start-up & Display
    • 7.3 Configuration Settings: Advanced & Editor
    • 7.4 Design Considerations: CMS, PWA, or SWPA?!
    • > Creating a C3 SWPA Game Version?
    • > Creating a C3 CMS or PWA Game Version?
    • 7.5 Season to Taste …
    • 7.6 Comparing your code

Part IV: “Ubiquitous” Production›

  • 8 Lesson 2: Layout & Navigation
    • 8.1 “Best laid schemes o’ mice an’ men” …
    • 8.2 Design Considerations
    • 8.3 Encoding Steps
    • 8.4 Deeper Dive: How to find language translations.
    • 8.5 Main Menu Navigation
    • 8.6 Encoding the Main Menu
    • 8.7 Comparing your code
  • 9 Lesson 3: J2C Gameboard, Holes, & Pegs
    • 9.1 Gameboard Construction
    • 9.2 Holes & Pegs
  • 10 Lesson 4: J2C AIBot & FSM
    • 10.1 Multiple Valid Destinations?
    • > Deeper Dive: “AI Rule Engine” Design Pattern
    • 10.2 Just One of Many Possible Solutions
    • > My recommendation …
    • 10.3 Comparing your code
  • 11 Deriving a “Chequers” game …
    • 11.1 History of Checkers
    • 11.2 Reviewing Our Competition
    • 11.3 Chequers Game Mechanics
    • 11.4 Chequers AIBot Management
    • 11.5 Checkers AI Resources
    • 11.6 Comparing your code
  • 12 Lesson 5: B2C Gameboards & Tiles
    • 12.1 Building a Hexagonal gameboard by …
    • > Using Squares?
    • > Using Hexagons!
    • 12.2 Building a “Grid-less” game …
    • 12.3 Building a “Squish” Movement System …
    • > The Tessellation Gameboard Recipe.
    • > Easier Tessellations Using Construct Sprite frames
    • 12.4 Gameboard Customization Tool
  • 13 Lesson 6: B2C AIBot, Captures, & FSM
    • 13.1 “Making your own AIBot”
    • 13.2 Capturing Tokens
    • 13.3 11 Combat Systems & counting …
    • > Simple 5-second Comparison
    • > Combat Systems with Narrative
    • > “Match3” Combat System
    • > “Guitar Hero” Defensive Combat System
    • > “Sequence Reveal” Combat System
    • > “Rock, Paper, Scissors” Combat System
    • > Magic Combat System
    • > “Click & Timing” Combat System
    • > “Doom & Wolfenstein” (1st Person) Combat System
    • > “Las Vegas-Style” Combat Systems
    • > Historic Example
  • 14 Let’s Start SIMPLE EinStein …
    • 14.1 Gameboard & Tokens
    • 14.2 Dice Tokens
    • 14.3 Deeper Dive: AIBot Analysis
    • 14.4 B2C Captures, Collisions, FSM, & Game Turns
    • > Single Player (Blue) vs. AIBot (Red)
    • 14.5 “EWN” expanded variants
  • 15 Deriving a “Chess Variant Game”
    • 15.1 My B2C Elevator Speech
    • 15.2 War Lord Tourney™ Prototype

Starting Your Game Studio!›

  • 16 One “GM” to Rule them all!
  • 17 Capstone “Practicum”
    • 17.1 The“Jump-To-Capture” (J2C) Game Zoo
    • > LeapFrog
    • > Fox & Geese
    • > Fox, Hares, Hounds, Wolf, & Sheep
    • > Three Musketeers
    • > Hnefatafl
    • > “Blue & Gray” — a J2C US Civil War game
    • 17.2 “Bump-To-Capture” (B2C) Game Variations
    • > Stratego
    • > Feudal
    • > B2C Strategy Wargames
    • > B2C Popular Political Conflicts

What’s next?›

  • 18 Game Distribution & Marketing
    • 18.1 Introduction: 8-Step Deployment Method.
    • 18.2 Port to a Console
    • 18.3 Selling Directly — The Advantages
    • 18.4 Book Review Protocol
    • 18.5 Tell the world about your game!
  • 19 Conclusion

Appendix›

  • 36 “Jump-To-Capture” Variants!
  • 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

Notes›

    Building Bump & Jump-to-Capture Browser Games/Part II: Starting C2 Production

    Part II: Starting C2 Production

    This content is not available in the sample book. The book can be purchased on Leanpub at https://leanpub.com/cgc-c23-bumpjump.

    Up next

    6 Lesson 1: C2 “Jump-To-Capture” Project

    In this part

    • 6 Lesson 1: C2 “Jump-To-Capture” Project
    • 6.1 About Your Project
    • 6.2 Project Settings:
    • 6.3 Configuration Settings
    • 6.4 Design Considerations: CMS, PWA, or SWPA?!
    • > Creating a C2 SWPA Game Version?
    • > Creating a C2 CMS or PWA Game Version?
    • 6.5 Season to Taste …
    • 6.6 Comparing your code