Building Combat Engines for Browser Games
Codeless Game Construction using Construct2 & Construct3
This is a collection of twelve (12!) conflict engines for any game genre. Each chapter leads you through various methods for combat encounter development. The chapters have both Construct 3 & 2 encodings and include a general License. It's perfect for novices, experienced web developers, and anyone wanting their bespoke game, artwork, and features.
Buying multiple copies for your team? See below for a discount!
About
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".
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- Artwork Assets for Combat EnginesThis is the artwork collection used in Combat Engines
- Construct2 Workshop PackageThese are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
- Construct3 Workshop PackageThese are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
This book is also available in the following packages:
Instruct workshop book, instruction resources, & files
These are the Instructor's resources to conduct the "Building Combat Engines for Browser Games" workshop.
- Construct2 Workshop PackageThese are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
- Instructor Resource FilesThese are the Instructor resource files to conduct the "Building Combat Engines for Browser Games" workshop.
- Artwork Assets for Combat EnginesThis is the artwork collection used in Combat Engines
- Construct3 Workshop PackageThese are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
- Minimum price
- $24.99
- Suggested price
- $125.00
- Construct2 Workshop Package
Student Workshop Book & Files
These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
- Construct2 Workshop PackageThese are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
- Artwork Assets for Combat EnginesThis is the artwork collection used in Combat Engines
- Construct3 Workshop PackageThese are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
- Minimum price
- $12.99
- Suggested price
- $129.99
Buying multiple copies for your team? See below for a discount!
- Construct2 Workshop Package
Team Discounts
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Author
About the Author
Stephen Gose
Avatar is an adorable cartoon sketch of my wife. My 48th anniversary is this coming Sept 1, 2026!
Stephen Gose, Ph.D. Information Systems (honorary) (and second-generation German) is a retired Professor Emeritus with a 41-year career as a certified network engineer, and "Certified Cisco Academy Instructor" (CCAI) since 2002. He is listed in the Who's Who for Information Technology for his directly related work for the Internet backbones in the Caribbean, Netherlands, Israel, and Russia. He was awarded "Letters of Appreciation" from AT&T, and the German, Israeli, Dutch, and Russian Governments. Steve has nearly three decades of international "teaching and conference lecturing" in both Local-Area and Wide-Area Networks, network security, Internet backbones, software engineering, and program/project management. He is a retired US Army Signal Corps Officer. He earned, in 2014, the ITT Technical Institute's "Instructor of the Year" out of 8,000 instructors across 144 campuses throughout the USA.
He graduated from Grand Canyon University with his first B.A. in Religions and Music Education, then a B.S. in Business Admin. from the University of Maryland, and an M.B.A. in International Management from Liberty University.
He is currently pursuing his Th.D. He has been a licensed minister since 1972 and a missionary to Okinawa, Japan. He earned the US Army Chaplain Outstanding Service Award in 1983.
In his spare time(?), Steve enjoys creating online casual games, software engineering, and managing his online gaming businesses.
My driving theme: "Always stay humble and kind"
His website is: https://www.Stephen-Gose.com/
His game showcase is: http://www.renown-games.com
His theology website: http://kingdomofgodprinciples.com/
Game Support Site: http://makingbrowsergames.com/
Review my profile on LinkedIn.com: https://www.linkedin.com/in/stephen-gose/
Contents
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
- IPart I — Concept & Design
1“Code-less” Game Design
- Approaching Game Development
- Focusing Your Game
- 1.1Game Genres Defined
- GG Interactive — Game Design Course
- 1.2Demand for Abstract Games
- 1.3Game Delivery Modes
- > Mobile “In Apps Purchases” (IAP) ROI
- 1.4Game Tools & Generators
- > The Digital Ludeme Project
- > Ludii General Game System
2Combat Engine Designs
- Challenges for Game Designers
- 2.1Engine Considerations
- > Determining Successful “Hits”
- > Determining Inflicted Damage
- > Combination Experiments
- > “Now What!” — Answering Our Question #3
- > Summary
- 2.2So, Give Me Some Space …
- “The Four Virtues of a good tactical turn-based combat system”
- > Deeper Dive: Melee Weapons
- > Deeper Dive: Ranged Weapons
- 2.3Rules of Engagement: Take 5 paces, turn and …
- 2.4Yo bro, give me some skin …
- > Creating an Avatar’s Visuals
- > Creating an Avatar’s metadata
- 2.5Been there … done that …
- 2.6Finite State Machines (FSM)
- > FSM Resolving Combat Outcomes
- > FSM Resolving AI behaviors
- 2.7Recursive World Feedback
- > Probability Data Tables
3Project Management Overview
- 3.1“Loose lips sink ships” … and revenues!
- 3.2Game Recipe™ just add Artwork, stir, & season to taste!
- > Conflict Resolution & Victory
- > Deeper Dive: Developer’s Right or Left-handed Bias?
- 3.3Development:
- > Step #1: Understanding “Human Limitations” & Requirements
- Reaction Time Statistics
- Get in and get out!
- > Step #2: The “Elevator Speech” & Description
- “Elevator Speech”
- 3.4Design:
- How Browser Games Load
- Deconstructing Gameplay
- > Deeper Dive: Putting Background Stories in the Wrong Place
- Seven Deadly Sins of Strategy Game Design
- 3.5Construct’s “Code-less” Encoding
- > Deeper Dive: Creating Display Mechanisms — a 4-Step method
4Part I: Conclusion
- How to Succeed at Making One Game a Month
- IIPart II: Starting a C2 Production
- “ACTUALLY START THE DAMN GAME” …
5C2 “Combat Engine” Project
- 5.1About Your Project
- 5.2Project Settings:
- 5.3Configuration Settings
- 5.4Design Considerations: CMS, PWA, or SWPA?!
- > Creating a C2 SWPA Game Version?
- > Creating a C2 CMS or PWA Game Version?
- 5.5Season to Taste …
- 5.6Comparing your code
- IIIPart III: Starting a C3 Production
- ACTUALLY START THE DAMN GAME …
6C3 “Combat Engine” Project
- 6.1About Your Project
- 6.2Project Settings: Color Theme, Start-up & Display
- 6.3Configuration Settings: Advanced & Editor
- 6.4Design Considerations: CMS, PWA, or SWPA?!
- > Creating a C3 SWPA Game Version?
- > Creating a C3 CMS or PWA Game Version?
- 6.5Season to Taste …
- 6.6Comparing your code
- IVPart IV: Combat Engines (CE)
- How to Use this Collection
- Combat Engine License
7CE #1 — “5-Second Comparison”
- 7.1Developer’s Guide
- > Gameplay Flow
- > The Workhorse — “
es_ce1Config”! - > Keyboard commands
- > Supporting Functions
- > Upload Saved Avatars
- >“In-Game Module” (IGM) Example
- 7.2Construct Source Code
- > Bonus Card Game — “Black Jack” (IGM)
8CE #2 — “Minimal Narratives”
- 8.1Developer’s Guide
- > Client/Server — HTML, W3CSS, JQuery, AJAX, & PHP Source Code
- > Client-side — Construct Source Code
- 8.2Construct Source Code
- > Bonus RPG IGM — “The Blood Pit Arena”™
9CE #3 — “Original Standard Module”
- 9.1Developer’s Guide
- 9.2Construct Source Code
10CE #5 — “Guitar Hero”
- 10.1Design Options …
- 10.2Developer’s Overview
- 10.3Construct Source Code
- > Bonus Racing Games
11CE #6 — “Rock, Paper, Scissors” (RPS)
- 11.1Developer’s Overview
- 11.2Construct Source Code
12CE #7 — “Astral & Cosmic Magic”
- 12.1Developer’s Overview
- 12.2Construct Source Code
13CE #8 — “Click Fest”
- 13.1Construct Source Code
14CE #9 — “En Gard”
- 14.1Developer’s Overview
- 14.2Construct Source Code
- VCE#9 Developer’s Guide
15Design Overview Topics
- 15.1Gameplay Flow
- > “Game Clicked” Phase
- > “Boot & Load” Phases
- > “Splash / Language” Phase
- How Languages Got Their Directionality by Steph Koyfman April 28, 2021
- Right-To-Left Languages
- Top-To-Bottom Languages
- Content languages market position report.
- Multi-Player Login
- > “Game Lobby” Phase
- > “Play” Phase
- > “Game Finished” Phase
- 15.2Navigation
- 15.3Game Perspectives
- 15.4Adding Your Bespoke Gaming Features
- 15.5Player Participation Modes
- 15.6Multi-Player Roles
16Layouts & Event Sheets
- 16.1“Swordplay” Layout
- > “
es_Common” Event Sheet - > “
es_swordPlay” Event Sheet - 16.2Administration Folders
- > “
AdminConfig” Layout - > “
es_adminConfig” Event Sheet - 16.3CMS 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 - 16.4Multi-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
17CE #10 — “1st Person”
- 17.1Developer’s Overview
- 17.2Construct Source Code
18CE #11 — “Wheel of Fate”
- 18.1Developer’s Overview
- 18.2Construct Source Code
19CE #12 — “Slot Machine”
- 19.1Developer’s Overview
- 19.2Construct Source Code
20What’s next?
- “How to publish a game on the web??”
- 20.1Game Distribution & Marketing
- 20.2Introduction: 8-Step Deployment Method.
- 20.3Port to a Console
- 20.4Selling Directly — The Advantages
- Shareably (SBLY) looking to rent your games
- 20.5Book Review Protocol
- 20.6Tell the world about your game!
21Conclusion
- 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”
- Testing Your Browser
- Test sites:
- WebSocket Protocol Handshake
- > Deeper Dive: WebSocket API
- Sample Source Code: Client-side WebSocket
- >Step #1: Game
indexpage - >Step #2: Generate Event handlers
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