Building Combat Engines for Browser Games (Student Workshop Book & Files)
Building Combat Engines for Browser Games
Codeless Game Construction using Construct2 & Construct3
About the Book
This innovative collection of combat engines uses a dynamic tactic menu and narratives. It also supports "Play By Mail", "Play By Email", and Comic Book publishing. You can easily integrate these combat engines into any game genre's conflict encounters -- it is designed to replace the traditional "die-rolls" with more interactive combat participation.
I use this collection of conflict resolution systems in several of my RPG Series and other gaming products. Each system is a "stand-alone" and "In-Game" module that can replace, add to, or substitute any conflict resolution system in any game.
• Deployment modes -- single-player, multi-player, client-side only, and client/server.
• All are turn-based -- meaning each player submits their tactics during a combat round.
• 'Game Turn Orders' (GTO) are submitted sequentially or simultaneously.
• These are NOT tied to any gaming rules. This gives you the freedom to dictate, weapons used (physical or 'abstract' as in magic spells), damage inflicted, and duel termination conditions.
12 Combat Engines:
(also available as a single chapter purchase)
Participation Modes:
- SPSA - Single Player / Single Avatar.
- SPMA - Single Player / Multiple Avatar team.
- MPSA - Multi-Player / Single Avatar.
- MPMA - Multi-Player / Multiple Avatar teams as in Table-top wargames.
- Combat Engine #1: "ce1"; "simple 5-second comparison" for spsa, spma, or mpsa; also perfect for card games such as "Black Jack" or "Magic the Gathering"!!
- Combat Engine #2: "ce2"; with minimal narrative for spsa, spma, mpsa, and mpma; also perfect for creating Adventure Comic Gamebooks.
- Combat Engine #3: "ce3"; the Original Standard Module from Legends of Renown Deeds
- Combat Engine #4: "ce4"; "Match3-style" Game Mechanics; for spsa and mpsa.
- Combat Engine #5: "ce5"; "Guitar Hero" styled combat for spsa, mpsa.
- Combat Engine #6: "ce6"; "Rock, Paper, & Scissors" a child's game turned deadly for spsa, spma, mpsa, and mpma.
- Combat Engine #7: "ce7"; "Astral & Cosmic" from the Mages of Renown Game Mechanics; for spsa, spma, mpsa, and mpma.
- Combat Engine #8: "ce8"; "Click Fest Timing" for gamers on caffeine for spsa and mpsa.
- Combat Engine #9: "ce9"; "En Gard" simultaneous pattern comparisons; for spsa, spma, mpsa, and mpma.
- Combat Engine #10: "ce10"; First Person "Action/Shooter" Game Mechanics.
- Combat Engine #11: "ce11"; "Wheel of Fortune"; diced percental event substitution.
- Combat Engine #12: "ce12"; "Los Vegas-style Slot Machine".
Packages
The Book (only)
This is the student workshop textbook ONLY WITHOUT artwork resources; NO Source Code Files.
PDF
EPUB
WEB
English
Student Workshop Book & Files
These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
Includes:
Artwork Assets for Combat Engines
This is the artwork collection used in Combat Engines
Construct2 Workshop Package
These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
Construct3 Workshop Package
These are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
PDF
EPUB
WEB
English
Non-attendee student resource files
Amazon or other Book Distributor purchases! Only LeanPub.com offers workshop resources and source code files. See your workbook Part IV for your reimbursement coupon. Here are the resource files available to workshop attendees.
Includes:
Artwork Assets for Combat Engines
This is the artwork collection used in Combat Engines
Construct2 Workshop Package
These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
Construct3 Workshop Package
These are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
PDF
EPUB
WEB
English
Instruct workshop book, instruction resources, & files
These are the Instructor's resources to conduct the "Building Combat Engines for Browser Games" workshop.
Includes:
Artwork Assets for Combat Engines
This is the artwork collection used in Combat Engines
Construct2 Workshop Package
These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
Construct3 Workshop Package
These are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
Instructor Resource Files
These are the Instructor resource files to conduct the "Building Combat Engines for Browser Games" workshop.
PDF
EPUB
WEB
English
Team Discounts
Get a team discount on this package:
Student Workshop Book & Files
Table of Contents
-
-
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
-
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 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
-
2.1 Engine Considerations
-
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
-
1 “Code-less” Game Design
-
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
-
5 C2 “Combat Engine” Project
-
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
-
6 C3 “Combat Engine” Project
-
Part IV: Combat Engines (CE)
-
-
- How to Use this Collection
- Combat Engine License
-
-
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)
-
7.1 Developer’s Guide
-
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”™
-
8.1 Developer’s Guide
-
9 CE #3 — “Original Standard Module”
- 9.1 Developer’s Guide
- 9.2 Construct Source Code
-
10 CE #4 — “Match3”
- 10.1 Developer’s Overview
- 10.2 Construct Source Code
-
11 CE #5 — “Guitar Hero”
- 11.1 Design Options …
- 11.2 Developer’s Overview
-
11.3 Construct Source Code
- > Bonus Racing Games
-
12 CE #6 — “Rock, Paper, Scissors” (RPS)
- 12.1 Developer’s Overview
- 12.2 Construct Source Code
-
13 CE #7 — “Astral & Cosmic Magic”
- 13.1 Developer’s Overview
- 13.2 Construct Source Code
-
14 CE #8 — “Click Fest”
- 14.1 Construct Source Code
-
15 CE #9 — “En Gard”
- 15.1 Developer’s Overview
- 15.2 Construct Source Code
-
16 CE #10 — “1st Person”
- 16.1 Developer’s Overview
- 16.2 Construct Source Code
-
17 CE #11 — “Wheel of Fate”
- 17.1 Developer’s Overview
- 17.2 Construct Source Code
-
18 CE #12 — “Slot Machine”
- 18.1 Developer’s Overview
- 18.2 Construct Source Code
-
19 What’s next?
- 19.1 Game Distribution & Marketing
- 19.2 Introduction: 8-Step Deployment Method.
- 19.3 Port to a Console
- 19.4 Selling Directly — The Advantages
- 19.5 Book Review Protocol
- 19.6 Tell the world about your game!
- 20 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
-
More Resources …
-
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
-
>Step #1: Game
-
- Notes
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