Gain full cycle game development experience with this course on planning, designing, building, and publishing 2D games using some basic (and free) tools. We'll take a look at the considerations you should make before you get started, we'll build the visual assets you'll need, and then we'll use Construct 2 by Scirra to actually build and publish your game. Construct 2 is a brilliant game engine that somehow manages to thrill both professional and entry levels developers alike. In the end, you'll have everything you need to get your game idea realized and submitted to app stores.
Planning Your Game In this module we're going to talk about planning your game. We're going to spend a relatively small amount of time on this topic, but I just want to let you know that it's not a great idea to jump right into game development without doing a little bit of the planning and figuring out where you're going to go with this. It's kind of like drawing a blueprint and having something to work to. It will cause your actual game development to be much more efficient. Now in the beginning it's going to feel a little bit like a brainstorm. You're going to spend some time in this ambiguity where you're trying to formulate your thoughts. You're trying to take this nebulous game idea and turn it into a real, working app and this brainstorming phase is really important because it's where you allow yourself to think freely about all the possibilities, about what may work, what may not work, and even to run those ideas by some other people and figure out what is going to be well received and this whole process may be what makes your game a successful game in the audiences that you intended and maybe even in some other audiences that you weren't thinking about. So let me give you one possible starting point for your game. Here is an initial brainstorm for a game. You could begin with the who, what, where, and how for your game. Who is your game going to be targeting? What exactly is your game going to be? Where is it going to be marketed and where is it going to be landing, where are people going to be downloading that game? And finally, how are you going to make it? What are going to be some of the considerations for building the game that you're going to make? So let's take a look at each of these and we'll begin with who.
Designing Your Game Let's talk now about designing your game. We're going to start by discussing a couple a general game design considerations and then talk about how to build your own graphical assets, how to acquire your assets, and finally how to get your graphics rendered and ready for your Construct 2 game.
Building Your Game Events Alright, let's get into the real meat of the game development. The game events are the logic of the game. They're the real functionality. Remember, with Construct 2, you don't write any code, but you still are going to be implementing logic. So I'm going to show you how events are organized into event sheets, how those event sheets behave and how they're executed, and I'm going to break down an individual event so that you understand how it's made up and how it's interpreted by the game engine. We're going to use logic in the form of these events then to start creating our enemy characters. Remember, those are created at random all around the game board. We'll need to be very random about it and we'll need to do a little review of high school geometry to calculate some angles. Our hero is going to be running into the enemies and we need things to happen when that occurs, so we'll add some logic to handle collision detections. Now in this game the size of the characters is a real matter. The hero slowly grows, or at least you really hope he slowly grows because that means that he is succeeding at game play, and then the enemies are picking a random size on their creation and they're sticking to that size all the way through their travel across the board. There is also the fact that we're going to be constantly comparing these sizes. We're going to compare the hero's size to the enemy's size every time he collides with one. Finally, we're going to need some add some logic to update the UI whenever the user scores, by running into an enemy that's smaller than him and whenever he dies because he ran into an enemy that was larger than him. This is quite a bit of game logic overall and I for now remember not believing that this was going to fit into a program that didn't even make you write any code, but it does and I'll show you.
Publishing Your Game And now it's time to talk about publishing your game. We've covered a few of the fundamental parts of basic game development so far in this course, but if you're interested in the fame and fortune that game development lures us with then you're going to finish the app. You're also going to have to put on the polish and put it in the store. Your app needs to be in front of a lot of people. We've talked about planning your game, creating the graphics and making it work in Construct 2. Now we're going to talk about actually publishing it. I wish I know exactly what percent of computer users worldwide would be covered by all of the app market places that Construct 2 is capable of building for. It's definitely a huge number. So you don't need to worry about not being able to reach people. There are a few considerations to make when you know you're going to be spanning platforms with your app. I'll spell out a few of those and then I'll take you through some real examples for two platforms, HTML5 and Windows Store. There are a lot of platforms that we don't have time to cover in this course and each of them has a myriad of nuances, but you're going to be able to find the fine-tune help on scirra. com for whichever one you're working with. Now before we get started with publishing for HTML5, let's have another look at the platforms that Construct 2 will target and it's a good list. If there is a platform you're interested in targeting that is not on this list, you might want to reconsider it. We're going to cover HTML5 and Windows Store and with Construct 2's added support for universal apps, we're going to get Windows Phone as well, since universal apps cover these two platforms. Let's look now at exporting for HTML5.