Building Yahtzee and other Dice Games

Building Yahtzee and other Dice Games

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

Table of Contents

Part I: Concept & Design›

  • 1 Lesson 1: The Game Design System™
    • 1.1 Game Framework Mechanisms
    • 1.2 Design Considerations
    • 1.3 Deploy as a CMS, PWA, SWPA, or IGM?
    • 1.4 FYI: Creating a CMS or PWA Version?
    • 1.5 “Replayability” — Retaining “Repeat Customers”!
    • > Deeper Dive: Solving Poor Replayability
    • 1.6 Gameplay & Modes
    • > Human Reaction Timing
    • > FYI Network Infrastructures
    • 1.7 Part I Summary

Part II: Production & Encoding›

  • 2 Lesson 2.2: Launching a C2 Game Project
    • 2.1 About Your Project:
    • 2.2 Project Settings:
    • 2.3 Configuration Settings
    • 2.4 Adding Game Phase Layouts
    • 2.5 Game Project Organization
    • 2.6 Comparing your code
  • 3 Lesson 2.3: Launching a C3 Game Project
    • 3.1 About Your Project
    • 3.2 Project Settings: Color Theme, Start-up & Display
    • 3.3 C3 Advanced, Compatibility Settings, & Editor!
    • 3.4 Adding Game Phase Layouts
    • 3.5 Game Project Organization
    • 3.6 Comparing your code

Part III: Developer Guides›

  • 4 Lesson 3: Classic Yahtzee & Others
    • 4.1 A Game of Strategic Choices
    • 4.2 Yahtzee Scoring
    • > “Numbers” Score Card Section
    • > Scoring Chart Tool
    • > “Combinations” Score Card Section
    • > Multiple Yahtzees
    • > Scoring Options
    • 4.3 Gameplay
    • > Strategy tips
    • 4.4 Rule Variations
    • 4.5 Differences Between Yacht, Yahtzee, & Farkle?
    • 4.6 Software Components — the Rules, Logic, & Data
    • 4.7 Data Structures
    • 4.8 Step-by-Step Implementation Guide
    • > Rolling Dice
    • 4.9 (Optional) Splash Layout
    • 4.10 (Optional) Splash Event Sheet
    • > Dynamic Language Adjustments
    • 4.11 Main Menu Layout
    • 4.12 Main Menu Event Sheet
    • 4.13 Configuration Layout
    • 4.14 Configuration Event Sheet
    • > Game Configuration JSON
    • > More Optional Configuration Settings
    • 4.15 Gameplay Layout
    • 4.16 Gameplay Event Sheet Review
    • > Manage a Game Turn & Sub-turns Rolls
    • > Create Yahtzee’s Scoring Logic
    • > Handling Scoring Records and Input Selections
  • 5 Lesson 4: Wizard’s Yahtzee
    • 5.1 Wizard’s Yahtzee Event Sheet

Part IV: Multi-Player Design›

  • 6 Lesson 5: MMoRPG Design
    • 6.1 MMoRPG Design Considerations
    • > Deeper Dive: Testing MMoGs Locally
    • > WebSockets Utilized in Multi-Player Games
    • > Prevent cheating?
    • 6.2 “Multi-Players in Multiple Avatars RPGs” (MPMA)
    • 6.3 Logon Layout
    • > “es_mmog_Logon” Dedicated Event Sheet
    • 6.4 Signalling Group
    • > The Signalling Logic Sequence
    • > The Signalling Administration & Management
    • > “es_mmog_Signalling” Dedicated Event Sheet
    • 6.5 “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
    • 6.6 “es_mmog_PEER” Dedicated Event Sheet
    • > “Monster Defeated”
    • > “On Peer Created”
    • > “Prepare to Send Status”
    • > Input States
    • 6.7 “es_mmog_Common” Dedicated Event Sheet
    • > “Message Logging” (Optional)
    • > “Animation States” (Optional)
    • > “Debug & Trouble Shooting” Reports (Optional)
    • 6.8 Comparing your code

Part V: What’s next? Your Finished Game›

  • 7 Game Distribution & Marketing
    • 7.1 Introduction: 8-Step Deployment Method.
    • 7.2 Port to a Console
    • 7.3 Selling Directly — The Advantages
  • 8 Conclusion
    • 8.1 Book Review Protocol
    • 8.2 Tell the world about your game!
Building Yahtzee and other Dice Games/Part II: Production & Encoding

Part II: Production & Encoding

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

Previous

1 Lesson 1: The Game Design System™

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2 Lesson 2.2: Launching a C2 Game Project

In this part

  • 2 Lesson 2.2: Launching a C2 Game Project
  • 2.1 About Your Project:
  • 2.2 Project Settings:
  • 2.3 Configuration Settings
  • 2.4 Adding Game Phase Layouts
  • 2.5 Game Project Organization
  • 2.6 Comparing your code
  • 3 Lesson 2.3: Launching a C3 Game Project
  • 3.1 About Your Project
  • 3.2 Project Settings: Color Theme, Start-up & Display
  • 3.3 C3 Advanced, Compatibility Settings, & Editor!
  • 3.4 Adding Game Phase Layouts
  • 3.5 Game Project Organization
  • 3.6 Comparing your code