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Learning Construct 2
Learning Construct 2

Learning Construct 2: Design and create your own engaging, extensible, and addictive game using Construct 2

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Learning Construct 2

Chapter 2. Creating Your First Game Design

Before I guide you through game-development topics in this book, I must first teach you about game design. For those starting out with developing games, this is usually the stage where they say something like "I want to make a game like Flappy Bird, Angry Birds, or Candy Crush", which might not be entirely wrong here, but this doesn't make it exactly right either. This way of thinking doesn't define the kind of gameplay they're aiming for and won't do anything, except reskinning other games that are already published.

In this chapter, you're going to learn:

  • What makes a game
  • The elements of game design and drawing your game flow
  • Game mechanics

Defining a game

So, let's start with a simple question: what is a game? You might have your own definition, or you might have read other people's description of it. There are a lot of definitions of what a game is by some popular figures; a few of them are listed next.

Greg Costikyan defines a game as follows:

"A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal."

According to Raph Koster, a game is defined as follows:

"Playing a game is the act of solving statistically varied challenge situations presented by an opponent who may or may not be algorithmic within a framework that is a defined systemic model."

Sid Meier defines a game as follows:

"A game is a series of interesting choices."

However, in this book, we'll use my definition of what a game is.

"A game is a continuous loop of challenges and rewards."

While the loop continues, the game...

Drawing the flow of the game

All games have a certain flow; this defines what the players can do in a certain part of the game. It is called a game-screen flow diagram. A game-screen flow is an overall flow of the game that shows everything the player can do in the game. An example of a game-screen flow diagram is as follows:

Drawing the flow of the game

The preceding diagram is a flowchart that represents the flow of a game from start to finish.

It might look confusing at first, so let me walk you through it.

  1. Every diagram starts at the... Start node (surprise!), and the Start node always branches out into one screen, and never more than one.
  2. The first screen is what is presented to the player for the first time; in our previous diagram, it is the title screen, but you can show other screens if you want (an intro animation, maybe?).
  3. After that, we are presented with a question: does the player click on the quit button or not? If yes, then the game quits; if not, then the game still continues.

    Note

    This node is called the...

Making game mechanics

After defining the theme, making winning and losing conditions, and drawing our general flow diagram, now is the time to create the core part of our game design: game mechanics.

Game mechanics define what the players do inside the main gameplay screen, which is shown in the preceding diagram. This is where the players spend most of their time and have fun in your game, and because of this, it is the most important part of game design.

In LeBlanc's MDA design method, mechanics refers to the individual actions the player can take, such as jumping, shooting, dragging puzzle pieces, picking up objects, placing objects, and more (there are hundreds of game mechanics that can be combined in any number of ways to make the next component, dynamics).

Creating game rules

The first step in making game mechanics is to make game rules. Game rules are special rules in your game that might or might not be written in other games. Game rules tell your players what they can or can...

More references for game design

Most of the things, if not all, that I taught you here came from my personal experience. There are a lot of other experts out there in the field of game design; they have their own opinions regarding game design, which I recommend you to look into. I will add some references in this part for you to read.

Game-design template

There is a good game-design template from Bob Bates' book, titled Game Design: Second Edition. I will include an example outline (taken from Bates' text, with the non-applicable or complicated parts removed):

  • Game Name
  • Executive Summary
    • High Concept (elevator pitch/"core")
    • Hook (what makes the game unique and special)
    • Genre
    • Visual Style
  • Core Gameplay
    • List each mechanic the player will do
  • Project Scope
    • Number of Characters (if there are more than one)
    • Number of Levels/Missions/Puzzles
    • Number of Enemies (if applicable)
    • Number of Weapons (if applicable)
    • Etc.
  • Platforms being Published On
  • Menu Diagrams
    • Game Screen Flow Diagram (this is what...

Game-design books

There are a lot of good game books out there; I will only list some of them here for you to read:

Defining a game


So, let's start with a simple question: what is a game? You might have your own definition, or you might have read other people's description of it. There are a lot of definitions of what a game is by some popular figures; a few of them are listed next.

Greg Costikyan defines a game as follows:

"A game is a form of art in which participants, termed players, make decisions in order to manage resources through game tokens in the pursuit of a goal."

According to Raph Koster, a game is defined as follows:

"Playing a game is the act of solving statistically varied challenge situations presented by an opponent who may or may not be algorithmic within a framework that is a defined systemic model."

Sid Meier defines a game as follows:

"A game is a series of interesting choices."

However, in this book, we'll use my definition of what a game is.

"A game is a continuous loop of challenges and rewards."

While the loop continues, the game will keep on giving rewards to the player. The game can...

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Description

If you want to make your own game but don't know how to start or don't have the technical skills to do it, then this is the book for you. You don't need to have a programming background to understand the concepts explained.

What you will learn

  • Install Construct 2 and navigate around its interface and layout
  • Become involved in the developmental life cycle of a game
  • Use events to manipulate game objects in the layout
  • Understand the many types of game object behavior and use them to control game objects
  • Analyze game objects at runtime to check whether there are any bugs or errors
  • Apply the best set of practices when developing games in Construct 2
  • Build, package, and publish your game to the Web and on different devices

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Publication date : Dec 26, 2014
Length: 234 pages
Edition : 1st
Language : English
ISBN-13 : 9781784398828
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Product Details

Publication date : Dec 26, 2014
Length: 234 pages
Edition : 1st
Language : English
ISBN-13 : 9781784398828
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Table of Contents

11 Chapters
1. Downloading and Understanding Construct 2 Chevron down icon Chevron up icon
2. Creating Your First Game Design Chevron down icon Chevron up icon
3. Creating Diverse Player Experiences with a Flappy Bird Clone Chevron down icon Chevron up icon
4. Making a Breakout Clone Chevron down icon Chevron up icon
5. Making a Platformer Game Chevron down icon Chevron up icon
6. Creating a Space-shooter Game Chevron down icon Chevron up icon
7. Making a Battle Tank Game Chevron down icon Chevron up icon
8. Debugging Your Game Chevron down icon Chevron up icon
9. Mastering the Best Practices Chevron down icon Chevron up icon
10. Publishing Your Game Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Full star icon Full star icon Full star icon Full star icon Half star icon 4.3
(7 Ratings)
5 star 42.9%
4 star 42.9%
3 star 14.3%
2 star 0%
1 star 0%
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Alex Rau Apr 29, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
So many useful facts in this book. Really like section on using debugger and design to avoid bugs.
Amazon Verified review Amazon
rosiana dharmadi Mar 24, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Excellent! Most IT-oriented tutorial books only tell you how to use the software, what are the usage of the buttons, or how to make some special effects, and things like that. This one is NOT. First, it does tells you about technical like how to install and what the buttons / terms are for. Second, it tells about the process of game design, so readers are encouraged to not just copy games they like but also (hopefully) able to see how those games work, what make them fun, and replicate the fun. Third, it tells example of how to make certain games-- not just in technical sense but also what considered the main cores of such games and why. Lastly, construct 2 itself is easy to pick up, doesn't need to know programming before hand, and portable to mobile since it use HTML 5. I really recommend this for people both of those who start in game development and professionals that looking for insight -- even if they still considering to move to construct 2. ;)
Amazon Verified review Amazon
Raja Biswas Feb 01, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Best Book To Learn Construct2 Game Development. It contains great Example games and each chapter shows how to build a new game. This book even contains different data storage options, publishing etc. I would recommend everyone who wants to learn construct2 to get this book.. It's really helpful.. :)
Amazon Verified review Amazon
Shaun Pedicini Mar 28, 2015
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
The first part of the book deals with getting Construct up and running on your system, getting things properly configured, and introduces some of the basic terminology that a user of Construct should be familiar with.Following the introduction, we are given modules corresponding to basic game types such as breakout, platform-esque games, physics puzzle games, shoot-em-ups, etc.These modules are the vehicle in which the author attempts to convey the different concepts in Construct such as data structures, physics, mobile development, etc. As such, a reader is not only familiarized with the aforementioned concepts but also gains an appreciation for their application.The book takes a very hands-on approach and the reader is presumably expected to follow the examples at their computer in order to get the most of the book.Construct beginners will find this book to be a educational and enlightening read but advanced users who have gone through most of the manual will most likely not benefit significantly from this book.
Amazon Verified review Amazon
Jamie Feb 13, 2017
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
A good source for learning about Construct 2.
Amazon Verified review Amazon
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