Introduction to the Game Design System™
You can find all my other instructional tutorials, courses, and books are here. I show you "what" and "why" along with various optional enhancements in the game design.
This is not my first rodeo. I joined the Construct Community back in 2013 after attending a Microsoft Academy presentation. I downloaded C2, and created my first game in a matter of hours! YEAP, "hours"! Then my world came to a screeching halt "with only 2 weeks warning", concerning the closure of Mochi Media -- I had 29 Flash games, generating roughly $600 every month! And then, on 1 April 2014, my "little one-man game studio" (SGGS) began seeing ZERO INCOME.
Yeap! I had all my eggs in one basket ... simply STUPID! Well, to make this short introduction even longer, bore you to death, and force you into wishing for the "TL;DR"!! I'd forgotten about Construct, my initial game created, and had lost my login and password in all that frantic aftermath. Now, it's 8 years later, and I'm fully retired. I've transpiled those 29 games from Flash into Phaser JS (due to Adobe's and eventually Google's announcements); BUT, developing games in "Phaser JS" is like living the life of a "STORM CHASER" in those early days and even now! I needed something other than Phaser to quickly develop my remaining product line; and then, I remembered Construct just a month ago! In this past month, I've been able to "prototype" 10 games. Here's how I was able to do that ... and want to share what I've learned. (Another article about transpiling from Flash AS2/3 into Construct is coming?...)
This is the game development process that I've created over the past 14 years while teaching networking & software engineering. I think it "fits like a glove" over the Construct Gaming Framework. Let's see why ...