3 Project Management Overview

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

3.1 “Loose lips sink ships” … and revenues!

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

3.2 Game Recipe™ just add Artwork, stir, & season to taste!

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

> Conflict Resolution & Victory

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

> Deeper Dive: Developer’s Right or Left-handed Bias?

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

3.3 Development:

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

> Step #1: Understanding “Human Limitations” & Requirements

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

> Step #2: The “Elevator Speech” & Description

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

3.4 Design:

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

> Deeper Dive: Putting Background Stories in the Wrong Place

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

3.5 Construct’s “Code-less” Encoding

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>

> Deeper Dive: Creating Display Mechanisms — a 4-Step method

<p>This is a collection of <strong>twelve (12!)</strong> conflict engines for <strong>any game genre</strong>. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings <strong><em>and include a general License</em></strong>. It’s perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.</p>