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Building Combat Engines for Browser Games

Codeless Game Construction using Construct2 & Construct3

This book is 100% completeLast updated on 2026年01月15日

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.

This book is 100% completeLast updated on 2026年01月15日

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.

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Building Combat Engines for Browser Games

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 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.

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 Package
      These are the Construct2 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.
    • Artwork Assets for Combat Engines
      This is the artwork collection used in Combat Engines
    • Construct3 Workshop Package
      These are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
    Minimum price
    24ドル.99
    Suggested price
    125ドル
  • Student Workshop Book & Files

    These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.

    • Construct2 Workshop Package
      These are the Construct2 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
    • Artwork Assets for Combat Engines
      This is the artwork collection used in Combat Engines
    • Construct3 Workshop Package
      These are the Construct3 Combat Engines for the "Building Combat Engines for Browser Games" workshop.
    Minimum price
    12ドル.99
    Suggested price
    129ドル.99

    Buying multiple copies for your team? See below for a discount!

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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

  1. Distribution Permission
  2. Forewords
  3. Disclosures
  4. Disclaimer
  5. Workbook Content
  6. > For Patrons from Amazon and other Book Distributors
  7. > About this Workbook
  8. > How to Read & Use this workbook:
  9. > Viewing the eBook:
  10. > External Links
  11. > References Used
  12. Your newly obtained skills ...
  13. More Resources
  14. Programming Courses
  15. IPart I — Concept & Design

1"Code-less" Game Design

  1. Approaching Game Development
  2. Focusing Your Game
  3. 1.1Game Genres Defined
  4. GG Interactive — Game Design Course
  5. 1.2Demand for Abstract Games
  6. 1.3Game Delivery Modes
  7. > Mobile "In Apps Purchases" (IAP) ROI
  8. 1.4Game Tools & Generators
  9. > The Digital Ludeme Project
  10. > Ludii General Game System

2Combat Engine Designs

  1. Challenges for Game Designers
  2. 2.1Engine Considerations
  3. > Determining Successful "Hits"
  4. > Determining Inflicted Damage
  5. > Combination Experiments
  6. > "Now What!" — Answering Our Question #3
  7. > Summary
  8. 2.2So, Give Me Some Space ...
  9. "The Four Virtues of a good tactical turn-based combat system"
  10. > Deeper Dive: Melee Weapons
  11. > Deeper Dive: Ranged Weapons
  12. 2.3Rules of Engagement: Take 5 paces, turn and ...
  13. 2.4Yo bro, give me some skin ...
  14. > Creating an Avatar’s Visuals
  15. > Creating an Avatar’s metadata
  16. 2.5Been there ... done that ...
  17. 2.6Finite State Machines (FSM)
  18. > FSM Resolving Combat Outcomes
  19. > FSM Resolving AI behaviors
  20. 2.7Recursive World Feedback
  21. > Probability Data Tables

3Project Management Overview

  1. 3.1"Loose lips sink ships" ... and revenues!
  2. 3.2Game RecipeTM just add Artwork, stir, & season to taste!
  3. > Conflict Resolution & Victory
  4. > Deeper Dive: Developer’s Right or Left-handed Bias?
  5. 3.3Development:
  6. > Step #1: Understanding "Human Limitations" & Requirements
  7. Reaction Time Statistics
  8. Get in and get out!
  9. > Step #2: The "Elevator Speech" & Description
  10. "Elevator Speech"
  11. 3.4Design:
  12. How Browser Games Load
  13. Deconstructing Gameplay
  14. > Deeper Dive: Putting Background Stories in the Wrong Place
  15. Seven Deadly Sins of Strategy Game Design
  16. 3.5Construct’s "Code-less" Encoding
  17. > Deeper Dive: Creating Display Mechanisms — a 4-Step method

4Part I: Conclusion

  1. How to Succeed at Making One Game a Month
  2. IIPart II: Starting a C2 Production
  3. "ACTUALLY START THE DAMN GAME" ...

5C2 "Combat Engine" Project

  1. 5.1About Your Project
  2. 5.2Project Settings:
  3. 5.3Configuration Settings
  4. 5.4Design Considerations: CMS, PWA, or SWPA?!
  5. > Creating a C2 SWPA Game Version?
  6. > Creating a C2 CMS or PWA Game Version?
  7. 5.5Season to Taste ...
  8. 5.6Comparing your code
  9. IIIPart III: Starting a C3 Production
  10. ACTUALLY START THE DAMN GAME ...

6C3 "Combat Engine" Project

  1. 6.1About Your Project
  2. 6.2Project Settings: Color Theme, Start-up & Display
  3. 6.3Configuration Settings: Advanced & Editor
  4. 6.4Design Considerations: CMS, PWA, or SWPA?!
  5. > Creating a C3 SWPA Game Version?
  6. > Creating a C3 CMS or PWA Game Version?
  7. 6.5Season to Taste ...
  8. 6.6Comparing your code
  9. IVPart IV: Combat Engines (CE)
  10. How to Use this Collection
  11. Combat Engine License

7CE #1 — "5-Second Comparison"

  1. 7.1Developer’s Guide
  2. > Gameplay Flow
  3. > The Workhorse — "es_ce1Config"!
  4. > Keyboard commands
  5. > Supporting Functions
  6. > Upload Saved Avatars
  7. >"In-Game Module" (IGM) Example
  8. 7.2Construct Source Code
  9. > Bonus Card Game — "Black Jack" (IGM)

8CE #2 — "Minimal Narratives"

  1. 8.1Developer’s Guide
  2. > Client/Server — HTML, W3CSS, JQuery, AJAX, & PHP Source Code
  3. > Client-side — Construct Source Code
  4. 8.2Construct Source Code
  5. > Bonus RPG IGM — "The Blood Pit Arena"TM

9CE #3 — "Original Standard Module"

  1. 9.1Developer’s Guide
  2. 9.2Construct Source Code

10CE #5 — "Guitar Hero"

  1. 10.1Design Options ...
  2. 10.2Developer’s Overview
  3. 10.3Construct Source Code
  4. > Bonus Racing Games

11CE #6 — "Rock, Paper, Scissors" (RPS)

  1. 11.1Developer’s Overview
  2. 11.2Construct Source Code

12CE #7 — "Astral & Cosmic Magic"

  1. 12.1Developer’s Overview
  2. 12.2Construct Source Code

13CE #8 — "Click Fest"

  1. 13.1Construct Source Code

14CE #9 — "En Gard"

  1. 14.1Developer’s Overview
  2. 14.2Construct Source Code
  3. VCE#9 Developer’s Guide

15Design Overview Topics

  1. 15.1Gameplay Flow
  2. > "Game Clicked" Phase
  3. > "Boot & Load" Phases
  4. > "Splash / Language" Phase
  5. How Languages Got Their Directionality by Steph Koyfman April 28, 2021
  6. Right-To-Left Languages
  7. Top-To-Bottom Languages
  8. Content languages market position report.
  9. Multi-Player Login
  10. > "Game Lobby" Phase
  11. > "Play" Phase
  12. > "Game Finished" Phase
  13. 15.2Navigation
  14. 15.3Game Perspectives
  15. 15.4Adding Your Bespoke Gaming Features
  16. 15.5Player Participation Modes
  17. 15.6Multi-Player Roles

16Layouts & Event Sheets

  1. 16.1"Swordplay" Layout
  2. > "es_Common" Event Sheet
  3. > "es_swordPlay" Event Sheet
  4. 16.2Administration Folders
  5. > "AdminConfig" Layout
  6. > "es_adminConfig" Event Sheet
  7. 16.3CMS Folders
  8. Business Related Services
  9. Sample "Splash / Language" Layout
  10. > Sample "es_splashLang" Event Sheet
  11. "Main Menu" Layout
  12. > "es_mainMenu" Event Sheet
  13. "Credits" (internal) Layout
  14. > "es_Credits" Event Sheet
  15. Gamer’s "Options" Layout
  16. > "es_options" Event Sheet
  17. "Help" (internal) Layouts
  18. > "es_help" Event Sheet
  19. 16.4Multi-Player Folders
  20. MMoG Login Layout
  21. > "es_mmog_Logon" Event Sheets
  22. > (Include) "es_mmog_Signalling" Event Sheet
  23. > (Include) "es_mmog_Host" Event Sheet
  24. > (Include) "es_mmog_Peer" Event Sheet
  25. > (Include) "es_mmog_Common" Event Sheet
  26. "Game Lobby" Sample Layout
  27. Optional Game Lobby (Group Sample)
  28. MMoG "Prepare To Duel" Layout
  29. > "es_prepToDuel" Event Sheet
  30. "Tavern Brawl" Layout
  31. MMoG Fight Layout
  32. > "es_mmog_Fight" Event Sheet
  33. MMoG Won & Lost Layout

17CE #10 — "1st Person"

  1. 17.1Developer’s Overview
  2. 17.2Construct Source Code

18CE #11 — "Wheel of Fate"

  1. 18.1Developer’s Overview
  2. 18.2Construct Source Code

19CE #12 — "Slot Machine"

  1. 19.1Developer’s Overview
  2. 19.2Construct Source Code

20What’s next?

  1. "How to publish a game on the web??"
  2. 20.1Game Distribution & Marketing
  3. 20.2Introduction: 8-Step Deployment Method.
  4. 20.3Port to a Console
  5. 20.4Selling Directly — The Advantages
  6. Shareably (SBLY) looking to rent your games
  7. 20.5Book Review Protocol
  8. 20.6Tell the world about your game!

21Conclusion

  1. Appendix

More Resources ...

  1. "You don’t know JS Yet" by Kyle Simpson
  2. Construct Demos

Appendix: Game Developer Tool Kits

  1. Artwork Resources
  2. Selling your Game Artwork & Assets
  3. JavaScript Garden

Additional Appendices

  1. Appendix: "How to Start a WebSocket"
  2. Testing Your Browser
  3. Test sites:
  4. WebSocket Protocol Handshake
  5. > Deeper Dive: WebSocket API
  6. Sample Source Code: Client-side WebSocket
  7. >Step #1: Game index page
  8. >Step #2: Generate Event handlers

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