Building Combat Engines for Browser Games

Building Combat Engines for 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 Patrons from Amazon and other Book Distributors
    • > 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 “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 Combat Engine Designs
    • 2.1 Engine Considerations
    • > Determining Successful “Hits”
    • > Determining Inflicted Damage
    • > Combination Experiments
    • > “Now What!” — Answering Our Question #3
    • > Summary
    • 2.2 So, Give Me Some Space …
    • > Deeper Dive: Melee Weapons
    • > Deeper Dive: Ranged Weapons
    • 2.3 Rules of Engagement: Take 5 paces, turn and …
    • 2.4 Yo bro, give me some skin …
    • > Creating an Avatar’s Visuals
    • > Creating an Avatar’s metadata
    • 2.5 Been there … done that …
    • 2.6 Finite State Machines (FSM)
    • > FSM Resolving Combat Outcomes
    • > FSM Resolving AI behaviors
    • 2.7 Recursive World Feedback
    • > Probability Data Tables
  • 3 Project Management Overview
    • 3.1 “Loose lips sink ships” … and revenues!
    • 3.2 Game Recipe™ just add Artwork, stir, & season to taste!
    • > Conflict Resolution & Victory
    • > Deeper Dive: Developer’s Right or Left-handed Bias?
    • 3.3 Development:
    • > Step #1: Understanding “Human Limitations” & Requirements
    • > Step #2: The “Elevator Speech” & Description
    • 3.4 Design:
    • > Deeper Dive: Putting Background Stories in the Wrong Place
    • 3.5 Construct’s “Code-less” Encoding
    • > Deeper Dive: Creating Display Mechanisms — a 4-Step method
  • 4 Part I: Conclusion

Part II: Starting a C2 Production›

  • 5 C2 “Combat Engine” Project
    • 5.1 About Your Project
    • 5.2 Project Settings:
    • 5.3 Configuration Settings
    • 5.4 Design Considerations: CMS, PWA, or SWPA?!
    • > Creating a C2 SWPA Game Version?
    • > Creating a C2 CMS or PWA Game Version?
    • 5.5 Season to Taste …
    • 5.6 Comparing your code

Part III: Starting a C3 Production›

  • 6 C3 “Combat Engine” Project
    • 6.1 About Your Project
    • 6.2 Project Settings: Color Theme, Start-up & Display
    • 6.3 Configuration Settings: Advanced & Editor
    • 6.4 Design Considerations: CMS, PWA, or SWPA?!
    • > Creating a C3 SWPA Game Version?
    • > Creating a C3 CMS or PWA Game Version?
    • 6.5 Season to Taste …
    • 6.6 Comparing your code

Part IV: Combat Engines (CE)›

  • 7 CE #1 — “5-Second Comparison”
    • 7.1 Developer’s Guide
    • > Gameplay Flow
    • > The Workhorse — “es_ce1Config”!
    • > Keyboard commands
    • > Supporting Functions
    • > Upload Saved Avatars
    • >“In-Game Module” (IGM) Example
    • 7.2 Construct Source Code
    • > Bonus Card Game — “Black Jack” (IGM)
  • 8 CE #2 — “Minimal Narratives”
    • 8.1 Developer’s Guide
    • > Client/Server — HTML, W3CSS, JQuery, AJAX, & PHP Source Code
    • > Client-side — Construct Source Code
    • 8.2 Construct Source Code
    • > Bonus RPG IGM — “The Blood Pit Arena”™
  • 9 CE #3 — “Original Standard Module”
    • 9.1 Developer’s Guide
    • 9.2 Construct Source Code
  • 10 CE #5 — “Guitar Hero”
    • 10.1 Design Options …
    • 10.2 Developer’s Overview
    • 10.3 Construct Source Code
    • > Bonus Racing Games
  • 11 CE #6 — “Rock, Paper, Scissors” (RPS)
    • 11.1 Developer’s Overview
    • 11.2 Construct Source Code
  • 12 CE #7 — “Astral & Cosmic Magic”
    • 12.1 Developer’s Overview
    • 12.2 Construct Source Code
  • 13 CE #8 — “Click Fest”
    • 13.1 Construct Source Code
  • 14 CE #9 — “En Gard”
    • 14.1 Developer’s Overview
    • 14.2 Construct Source Code

CE#9 Developer’s Guide›

  • 15 Design Overview Topics
    • 15.1 Gameplay Flow
    • > “Game Clicked” Phase
    • > “Boot & Load” Phases
    • > “Splash / Language” Phase
    • > “Game Lobby” Phase
    • > “Play” Phase
    • > “Game Finished” Phase
    • 15.2 Navigation
    • 15.3 Game Perspectives
    • 15.4 Adding Your Bespoke Gaming Features
    • 15.5 Player Participation Modes
    • 15.6 Multi-Player Roles
  • 16 Layouts & Event Sheets
    • 16.1 “Swordplay” Layout
    • > “es_Common” Event Sheet
    • > “es_swordPlay” Event Sheet
    • 16.2 Administration Folders
    • > “AdminConfig” Layout
    • > “es_adminConfig” Event Sheet
    • 16.3 CMS Folders
    • Business Related Services
    • Sample “Splash / Language” Layout
    • > Sample “es_splashLang” Event Sheet
    • “Main Menu” Layout
    • > “es_mainMenu” Event Sheet
    • “Credits” (internal) Layout
    • > “es_Credits” Event Sheet
    • Gamer’s “Options” Layout
    • > “es_options” Event Sheet
    • “Help” (internal) Layouts
    • > “es_help” Event Sheet
    • 16.4 Multi-Player Folders
    • MMoG Login Layout
    • > “es_mmog_Logon” Event Sheets
    • > (Include) “es_mmog_Signalling” Event Sheet
    • > (Include) “es_mmog_Host” Event Sheet
    • > (Include) “es_mmog_Peer” Event Sheet
    • > (Include) “es_mmog_Common” Event Sheet
    • “Game Lobby” Sample Layout
    • Optional Game Lobby (Group Sample)
    • MMoG “Prepare To Duel” Layout
    • > “es_prepToDuel” Event Sheet
    • “Tavern Brawl” Layout
    • MMoG Fight Layout
    • > “es_mmog_Fight” Event Sheet
    • MMoG Won & Lost Layout
  • 17 CE #10 — “1st Person”
    • 17.1 Developer’s Overview
    • 17.2 Construct Source Code
  • 18 CE #11 — “Wheel of Fate”
    • 18.1 Developer’s Overview
    • 18.2 Construct Source Code
  • 19 CE #12 — “Slot Machine”
    • 19.1 Developer’s Overview
    • 19.2 Construct Source Code
  • 20 What’s next?
    • 20.1 Game Distribution & Marketing
    • 20.2 Introduction: 8-Step Deployment Method.
    • 20.3 Port to a Console
    • 20.4 Selling Directly — The Advantages
    • 20.5 Book Review Protocol
    • 20.6 Tell the world about your game!
  • 21 Conclusion

Appendix›

  • 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

Appendix: “How to Start a WebSocket”›

    Notes›

      Building Combat Engines for Browser Games/overview

      Building Combat Engines for Browser Games

      course_overview

      combat engines, browser, construct, 2, 3, make, create, examples, tutorial, making, course, build, prototyping, html5, JavaScript, games

      count_parts
      ·
      count_chapters
      begin_reading
      download
      part_count

      Preface1 chapters

      Begin part ›
      1. Preface

      part_count

      Part I — Concept & Design4 chapters

      Begin part ›
      1. 1 “Code-less” Game Design

      2. 2 Combat Engine Designs

      3. 3 Project Management Overview

      4. 4 Part I: Conclusion

      part_count

      Part II: Starting a C2 Production1 chapters

      Begin part ›
      1. 5 C2 “Combat Engine” Project

      part_count

      Part III: Starting a C3 Production1 chapters

      Begin part ›
      1. 6 C3 “Combat Engine” Project

      part_count

      Part IV: Combat Engines (CE)8 chapters

      Begin part ›
      1. 7 CE #1 — “5-Second Comparison”

      2. 8 CE #2 — “Minimal Narratives”

      3. 9 CE #3 — “Original Standard Module”

      4. 10 CE #5 — “Guitar Hero”

      5. 11 CE #6 — “Rock, Paper, Scissors” (RPS)

      6. 12 CE #7 — “Astral & Cosmic Magic”

      7. 13 CE #8 — “Click Fest”

      8. 14 CE #9 — “En Gard”

      part_count

      CE#9 Developer’s Guide7 chapters

      Begin part ›
      1. 15 Design Overview Topics

      2. 16 Layouts & Event Sheets

      3. 17 CE #10 — “1st Person”

      4. 18 CE #11 — “Wheel of Fate”

      5. 19 CE #12 — “Slot Machine”

      6. 20 What’s next?

      7. 21 Conclusion

      part_count

      Appendix3 chapters

      Begin part ›
      1. More Resources …

      2. Appendix: Game Developer Tool Kits

      3. Additional Appendices

      part_count

      Appendix: “How to Start a WebSocket”0 chapters

      Begin part ›
        part_count

        Notes0 chapters

        Begin part ›