Building Bump & Jump-to-Capture Browser Games (The Book and workshop resources)
Building Bump & Jump-to-Capture Browser Games
Codeless Game Construction Using Construct2 and Construct3
About the Book
Discover how to create online "Bump & Jump to Capture" games using this chapter's project management methods from the Construct Game Starter Kit Collection workshop series. When you finish this course, you will have a production pipeline to create thousands of "Bump & Jump to Capture" (i.e.: checkers, draughts, and chess-style variants) games as your imagination can dream of! (The workbook provides game prototypes that can easily include new artwork.)
You'll also get download samples, templates, prototypes, and source code references on how to do everything in this game design workbook, so you can copy and paste these samples into your productions and then modify those resources for your purposes. General Game Licenses are included in the purchased book for several games. These games support 11 languages.
I want to guide you in creating several styles of "Jump To Capture" games such as "Checkers" (aka Draughts"), "Chinese Checkers" and "Bump To Capture" games such as chess! We will use the game mechanics, display mechanisms, and development methods discussed in the Construct Game Workshop. By the end of this tutorial, you should have several fully functional and similar games using your bespoke gaming assets. A supporting website lets you download the additional bonus content included with your workbook purchase.
This extraordinarily comprehensive workshop course will teach you how to:
- Use either Construct Gaming Framework v2 or v3 to create chess and checker (aka Draughts) variant games with an "Artificial Intelligence Bot" as referee.
- How to integrate artificial intelligence into "Bump & Jump to Capture" game mechanics. Also how to integrate into other game genres such as Action-Adventure and Combat Systems!
- Use your game as a Progressive or Single Page Web Application for local "Hot Seat" or remote player's devices.
- Analyze current business demand for this game's genre and where to deploy it.
- Automatically generate a variety of game boards using squares, hexagons, squishes, or terrain! Upgrade pawns or chess pieces into larger troop units to simulate tabletop wargames!
- Instructor Guides and teaching resources are available for workshops in this course's special Teacher edition and online courses.
If you have any feedback or suggestions please join our email listing or participate in the forum for this course!
Packages
The Book and workshop resources
This is the complete student workshop package and resource files
Includes:
Bump & Jump To Capture Workshop
This is the student download package for this workshop
PDF
EPUB
WEB
English
The Book (only; no workshop resources)
PDF
EPUB
WEB
English
Team Discounts
Get a team discount on this package:
The Book and workshop resources
Table of Contents
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-
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
-
Preface
-
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
-
3.1 Design Considerations
-
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
-
4.1 Creating a “B2C” Chess Variant
- 5 Part I: Conclusion
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1 “Code-less” Game Design
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Part II: Starting C2 Production
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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
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6 Lesson 1: C2 “Jump-To-Capture” Project
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Part III: Starting C3 Production
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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
-
7 Lesson 1: C3 “Jump-To-Capture” Project
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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
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10.1 Multiple Valid Destinations?
- > Deeper Dive: “AI Rule Engine” Design Pattern
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10.2 Just One of Many Possible Solutions
- > My recommendation …
- 10.3 Comparing your code
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10.1 Multiple Valid Destinations?
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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
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12 Lesson 5: B2C Gameboards & Tiles
-
12.1 Building a Hexagonal gameboard by …
- > Using Squares?
- > Using Hexagons!
- 12.2 Building a “Grid-less” game …
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12.3 Building a “Squish” Movement System …
- > The Tessellation Gameboard Recipe.
- > Easier Tessellations Using Construct Sprite frames
- 12.4 Gameboard Customization Tool
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12.1 Building a Hexagonal gameboard by …
-
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
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14 Let’s Start SIMPLE EinStein …
- 14.1 Gameboard & Tokens
- 14.2 Dice Tokens
- 14.3 Deeper Dive: AIBot Analysis
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14.4 B2C Captures, Collisions, FSM, & Game Turns
- > Single Player (Blue) vs. AIBot (Red)
- 14.5 “EWN” expanded variants
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15 Deriving a “Chess Variant Game”
- 15.1 My B2C Elevator Speech
- 15.2 War Lord Tourney™ Prototype
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8 Lesson 2: Layout & Navigation
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Starting Your Game Studio!
- 16 One “GM” to Rule them all!
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17 Capstone “Practicum”
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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
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17.2 “Bump-To-Capture” (B2C) Game Variations
- > Stratego
- > Feudal
- > B2C Strategy Wargames
- > B2C Popular Political Conflicts
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17.1 The“Jump-To-Capture” (J2C) Game Zoo
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What’s next?
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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
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18 Game Distribution & Marketing
-
Appendix
- 36 “Jump-To-Capture” Variants!
-
More Resources …
- “You don’t know JS Yet” by Kyle Simpson
- Construct Demos
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Appendix: Game Developer Tool Kits
- Artwork Resources
- Selling your Game Artwork & Assets
- JavaScript Garden
- Additional Appendices
- Notes
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