Testing Game Ideas using Prototypes in Construct

3

Index

Stats

98 visits, 251 views

Tools

Translations

This tutorial hasn't been translated.

License

This tutorial is licensed under CC BY-NC 4.0. Please refer to the license text if you wish to reuse, share or remix the content contained within this tutorial.

Published on 13 Dec, 2024. Last updated 14 Dec, 2024

Picking a Fight!

Step #10: It's time to create some "Game Mechanics" whenever our avatar bumps into a "monster" icon. The monster needs the "Solid" behavior just like our walls. (Return to Step #6 if you've forgotten how to insert the "Solid" behavior.)

Now whenever our avatar bumps into a monster, it should stop — just like bumping into a wall. BUT, we'll move to a new layout to manage our game's "Combat Phase"! Yes, we could just keep combat on this same "Layout 1", but where's the fun in that?

Step #11: Click on "Layout 1" in the right-hand "Projects Panel" and then right-click "Layout 1". Then click "Duplicate". This will create everything found in Layout 1 as a new layout. I'm naming my new layout to "Combat-Gridless", and will create a new "Event Sheet" for it. I'm calling this new "Event Sheet" — "es_combatGridless". Review this new Combat layout and ensure its "Event Sheet" is linked properly. I've removed all the interior walls and plan to have three styles (3) of combat — 1) a grid-less; 2) a square checkerboard grid; and 3) a hexagonal grid. I also have a couple of tactical command buttons to help our gamers tell their avatar what to do.

This new layout has the same problems we encountered before — keeping the avatar inside its layout. However, to complicate things even further in this Combat layout, I'm showing a "miniature zoomed-out room" with some Narration feedback text and a tactical combat menu. Can you correct those problems in this new Combat layout?? Do you need help? download the beginning and final examples below ...)

Test what we have so far! OR, Compare your code to these examples and read my comments:

Construct 2 Examples

Construct 3 Examples

At this point, we have a completed "Construct Game Prototype" — our Frankenstein!

Subscribe to Construct videos now
  • Use the "Ending" example (above) as your "starting point" for any new game development project.
  • Select a game genre from "Wikipedia's listing" or "described here".
  • Replace those "primitive block artwork" with your "professionally designed" artwork theme(s) or from those freely available at "Game-Icons.net", "CraftPix.net", OR "GameDevMarket.net".
  • Insert your favorite gaming system rules as event sheets Game Mechanics. — The rules that define what players can do in the game, the game's goal, and how the gameplay can be modified.
  • Create a "Content Management System" (CMS) (aka a "Game Shell") around your core gameplay.

Disabled Comments have been disabled by the owner.