For Adventure, RPGs, and Rogue-like Games
Let’s learn how to use the “Slot Machine Game Mechanics” as a combat engine for hostile game encounters. I also use this game mechanics as an "In-Game Module" (IGM) for randomized mini-adventures -- specifically the "Wizard's Toad" (review its tutorial elsewhere). Before we begin, I’d like to thank “Lordshiva1948” for his volumes of helpful Construct2 tutorials and guidance.
There are several "Slot Machine" tutorials for free and in the Construct Asset Store. I've read ALL of them and purchased some that I thought worthy of deeper investigation. This brief tutorial demonstrates what I've learned from my quest and how I use slot machine game mechanics as a combat engine in my various games.
Let's begin with a new Construct 3 project. I prefer using Construct 3 with all its expanded new HTML features. Here are the project features we'll create:
- Stand-alone "Combat Engine" using "Slot-Machine" game mechanics for any game integration.
- Use Construct3 HTML elements and HTML Layers.
- Simplified Slot-machine game mechanics based on sprite animation frames.
- No external plugins are used; only native Construct3 HTML elements.
- W3CSS integration.
- Dynamically generated HUD feedback during each combat turn.
- Source Code is available in the Construct Asset Store and referenced in the "Building Role-Playing Browser Games" workbook.
- Free "Developer's Guide" included in the Construct Asset Store package.
Play this IGM in the Scirra Arcade ( construct.net/en/free-online-games/slot-machine-combat-engine-64347/play )