Building "Role Playing" Browser Games

Building "Role Playing" Browser Games

Stephen Gose
This is a sample of the book's content.Buy on Leanpub

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
    • Your newly obtained skills …
    • More Resources
    • Programming Courses

Part I — Concept & Design›

  • 1 Role-Playing Games Workshop
    • 1.1 About this Workshop
    • 1.2 Target Market Considerations
  • 2 Building HTML5 “RPG Adventures”
    • 2.1 Game Genre Components & Data
    • > Adventure games
    • > RPG Foundation Elements
    • 2.2 RPGs vs. MMoRPGs
    • 2.3 Role-Playing Genre Background
    • 2.4 Historical background
    • > Adventure Games
    • > Adventure Game Sub-genres
    • > RPGs Adventures
    • 2.5 RPG Adventure — Storyline(s)
    • 2.6 RPG Adventure — Environments Overview
    • 2.7 “RPGs” into “Action-Adventures” — the “Ping-Pong”
    • 2.8 What makes a “Good” RPG?
    • 2.9 What’s Your Competition Doing?
    • > Your Targeted Market — Who’s Playing What?
    • > Game Competitor Examples
  • 3 Introduction to Game Design
    • 3.1 Game Design System™ & Components
    • > Separation of Concerns (SoC)
    • 3.2 Game Mechanics (GM) — Logic & Rules
    • 3.3 Game Display Framework Mechanisms
    • 3.4 “Replayability” — retaining “repeat customers”!
    • > Deeper Dive: Solving Poor Replayability
  • 4 RPG Design Considerations
    • 4.1 Deeper Dive: “Using Content-as-a-Service” (CaaS)
    • 4.2 Story Plot Generation
    • 4.3 Story Generation Tools
    • 4.4 Labyrinth Generation Methods
    • 4.5 Fixed Generation (2D Frutti)
    • > To infinity and beyond …
    • > Deeper Dive: How it works …
    • 4.6 Fixed-Grid & Dynamic Rooms (2D Frutti with sprinkles)
    • 4.7 Pure Linear Labyrinths
    • > Deeper Dive: Eller’s Algorithm
    • > Rules for Creating the Perfect Maze
    • > Depth-First Search (DFS)
    • 4.8 Open-path Worlds

Part II: Construct2 Production›

  • 5 Lesson 1: Game Project Launch
    • 5.1 About Your Project:
    • 5.2 Project Settings:
    • 5.3 Configuration Settings
    • 5.4 Design Consideration: CMS, PWA, or SWPA!
    • > Creating a C2 SWPA Game Version?
    • > FYI: Creating a C2 CMS or PWA Game Version?
    • 5.5 Comparing your code
  • 6 Lesson 2: Scaling Game Assets & Layouts
    • 6.1 C2 Environment Maps — with plugins
    • > Rexrainbow Maps
    • > C2 Rex Plug-in Summary
    • > Strategic Quest Maps
    • > Regional Quest Maps
    • > Tactical Maps
    • > Town and Settlement Maps
    • 6.2 The Campaign — “…There and Back Again!”
    • > As above, so below … Multi-level Gaming!
  • 7 Lesson 3: Using Layout Layers.
    • 7.1 Lesson Instructions
    • 7.2 Layout
    • 7.3 Comparing your code
  • 8 Lesson 4: Game Mechanics & Events.
    • 8.1 Game Mechanics Structure
    • 8.2 How to Create Events
    • 8.3 Game Set-up
    • 8.4 Game Play Phase
    • 8.5 Project #1 Practicum — “Epic Battles”
    • > Project #1 Instructions
    • 8.6 Comparing your code
  • 9 Lesson 5: Conflict & Combat Resolution.
    • 9.1 Game Phase Preparations
    • 9.2 Game Data Preparations
    • 9.3 Pre-Combat Management
    • > How Command Buttons Work …
    • 9.4 Game Play Transitions
    • 9.5 RPG Combat Module(s)
    • 9.6 Comparing your code
    • 9.7 Single Player with Multiple Avatars (SPMA)
    • > Derelict Hulks™ — Artwork, Inspiration, & Rules
  • 10 Lesson 6: He says, “He’s already Got One”!
    • 10.1 Designing your RPG Inventory
    • 10.2 Backpack Dictionary
    • > Deeper Dive: SKUs vs. UPC codes
    • 10.3 Non-Fungible Tokens (NFT)
    • 10.4 Modify a Gamer’s “Discoveries & Inventories”
    • 10.5 “Equipped” Items
    • 10.6 Inventory as a “Dress-up” game??
    • > Dress-up and Construction Considerations
    • 10.7 Creating Your MMoRPG — the easy way!
  • 11 Lesson 7: “Japanese” vs. “Western” RPGs!
    • 11.1 Avatar Dialogs with NPCs as “Interactive Fiction” (IF)
    • > Interactive Fiction (“IF”) Tools
    • > Lesson Instructions: Construct “IF” Integration
    • 11.2 Dialogues with Facial Expressions
    • 11.3 Conversation Sequence
    • > Dialog Data format
    • 11.4 Facial Dialogue Editor
    • 11.5 Dynamic Facial Dialogues
    • > Deeper Dive: Understanding Facial Reactions
    • > Deeper Dive: Locations and Environment Settings
    • > Dialogue Pool Technology
    • > Realistic Artwork Resources
    • 11.6 Deeper Dive: Languages & Cultural Interactions
  • 12 Lesson 8: “Game Lost & Won” Scenes!
    • 12.1 “RPG Quest Finished” Scene(s)
    • > Determine Rules for “Encounter Won”
    • > Determine Rules for “Encounter Lost”
    • 12.2 “Game Lost” Layout Commands
    • 12.3 Download Lesson 8 “.capx” file

Part III: Construct3 Production›

  • 13 Lesson 1: Game Project Launch
    • 13.1 About Your Project:
    • 13.2 Project Settings: Color Theme, Start-up & Display
    • 13.3 Configuration Settings: Advanced & Editor
    • 13.4 Design Consideration: CMS, PWA, or SWPA!
    • > Creating a C3 SWPA Game Version?
    • > FYI: Creating a C3 CMS or PWA Game Version?
    • 13.5 Comparing your code
  • 14 Lesson 2: Scaling Game Assets & Layouts
    • 14.1 C3 Environment Maps — without plugins
    • > Strategic Quest Maps
    • > Regional Quest Maps
    • > Tactical Maps
    • > Town and Settlement Maps
    • 14.2 The Campaign — “…There and Back Again!”
    • >As above, so below … Multi-level Gaming!
  • 15 Lesson 3: # Lesson 3: Using Layout Layers.
    • 15.1 Lesson Instructions
    • 15.2 Layout
    • 15.3 Comparing your code
  • 16 Lesson 4: Game Mechanics & Events.
    • 16.1 Game Mechanics Structure
    • 16.2 How to Create Events
    • 16.3 Game Set-up
    • 16.4 Game Play Phase
    • 16.5 Project #1 Practicum — “Epic Battles”
    • > Project #1 Instructions
    • 16.6 Comparing your code
  • 17 Lesson 5: Conflict & Combat Resolution.
    • 17.1 Game Phase Preparations
    • 17.2 Game Data Preparations
    • 17.3 Pre-Combat Management
    • > How Command Buttons Work …
    • 17.4 Game Play Transitions
    • 17.5 RPG Combat Module(s)
    • 17.6 Comparing your code
    • 17.7 Single Player with Multiple-Avatars (SPMA)
    • > Derelict Hulks™ — Artwork, Inspiration, & Rules
  • 18 Lesson 6: He says, “He’s already Got One”!
    • 18.1 Designing your RPG Inventory
    • 18.2 Backpack Dictionary
    • > Deeper Dive: SKUs vs. UPC codes
    • 18.3 Non-Fungible Tokens (NFT)
    • 18.4 Modify a Gamer’s “Discoveries & Inventories”
    • 18.5 “Equipped” Items
    • 18.6 Inventory as a “Dress-up” game??
    • > Dress-up and Construction Considerations
    • 18.7 Creating Your MMoRPG — the easy way!
  • 19 Lesson 7: “Japanese” vs. “Western” RPGs!
    • 19.1 Avatar Dialogs with NPCs as “Interactive Fiction” (IF)
    • > Interactive Fiction (“IF”) Tools
    • > Lesson Instructions: Construct “IF” Integration
    • 19.2 Dialogues with Facial Expressions
    • 19.3 Conversation Sequence
    • > Dialog Data format
    • 19.4 Facial Dialogue Editor
    • 19.5 Dynamic Facial Dialogues
    • > Deeper Dive: Understanding Facial Reactions
    • > Deeper Dive: Locations and Environment Settings
    • > Dialogue Pool Technology
    • > Realistic Artwork Resources
    • 19.6 Deeper Dive: Languages & Cultural Interactions
  • 20 Lesson 8: “Game Lost & Won” Scenes!
    • 20.1 “RPG Quest Finished” Scene(s)
    • > Determine Rules for “Encounter Won”
    • > Determine Rules for “Encounter Lost”
    • 20.2 “Game Lost” Layout Commands
    • 20.3 Download Lesson 8 “.capx” file

Part IV: Expanding Your RPG Prototype›

  • 21 Lesson 9: Adding Unique Features.
    • 21.1 “Play Again?”
    • > Lesson Instructions
    • > Reset the Global Variables.
    • 21.2 A Better “Game Start”
    • 21.3 Integrating Multiple Languages??
    • 21.4 Importing Language.json …
    • 21.5 Don’t tell me … Show Me!
    • 21.6 Main Menu as a “Picture Gallery”?
    • 21.7 “Levels & Campaigns” Layout
    • 21.8 “Create Your Own Adventures” (CYOA)
    • 21.9 Mobile User Interfaces — placement & size
    • > Touch & Mouse Controls
  • 22 Lesson 10: Quests & Chance Encounters
    • 22.1 Inserting Chance Encounters
    • 22.2 Inserting new Quests
    • 22.3 Saving & Loading Game Sessions & Scores

Starting Your Own Game Studio!›

  • 23 Lesson 11: One “GM” to Rule them all …
  • 24 Lesson 12 Capstone: Exchanging Artwork
    • 24.1 Dynamically Generated Background Stories
    • 24.2 RPG “Back-end” Generation Tools
    • 24.3 Alchemist’s Apprentice™
    • 24.4 Agents from U.N.C.L.E.™
    • 24.5 Derelict Space Hulks™ — Single Player/Multiple Avatars
    • 24.6 Epic Battles — Project #1
    • 24.7 CYOA Strategic Map Quests
    • 24.8 3D Castles, Dungeons, Lairs, Ruins, & Spaceships
    • > Soldier’s Test™

What’s next?›

  • 25 Game Distribution & Marketing
    • 25.1 Introduction: 8-Step Deployment Method.
    • 25.2 Port to a Console
    • 25.3 Selling Directly — The Advantages
    • 25.4 Book Review Protocol
    • 25.5 Tell the world about your game!
  • 26 Conclusion
  • 27 Bonus Development Content
    • 27.1 Certification Examination

Appendix›

  • More Resources …
    • “You don’t know JS Yet” by Kyle Simpson
    • Construct Demo Tutorials
  • Appendix: Game Developer Tool Kits
    • Artwork Resources
    • Selling your Game Artwork & Assets
    • JavaScript Garden
  • Additional Appendices
  • Appendix: Making 3D & 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 2 — Back-end Systems›

    Appendix: Safe JavaScript Using OLOO›

      Building "Role Playing" Browser Games/Starting Your Own Game Studio!

      Starting Your Own Game Studio!

      This content is not available in the sample book. The book can be purchased on Leanpub at https://leanpub.com/cgc-c23-rpgvol1.

      Previous

      22 Lesson 10: Quests & Chance Encounters

      Up next

      23 Lesson 11: One “GM” to Rule them all …

      In this part

      • 23 Lesson 11: One “GM” to Rule them all …
      • 24 Lesson 12 Capstone: Exchanging Artwork
      • 24.1 Dynamically Generated Background Stories
      • 24.2 RPG “Back-end” Generation Tools
      • 24.3 Alchemist’s Apprentice™
      • 24.4 Agents from U.N.C.L.E.™
      • 24.5 Derelict Space Hulks™ — Single Player/Multiple Avatars
      • 24.6 Epic Battles — Project #1
      • 24.7 CYOA Strategic Map Quests
      • 24.8 3D Castles, Dungeons, Lairs, Ruins, & Spaceships
      • > Soldier’s Test™