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Going to War: Creating Computer War Games

Book Description

Do you want to learn how to create computer war games, but don't know how to get started or don't have any experience with game programming? Going to War: Creating Computer War Games shows you how to use the drag-and-drop game engine, Multimedia Fusion 2, to make your very own computer war games to play and share. After an introduction to the Multimedia Fusion 2 interface and the basics of how to use it, you'll get started on the game that you'll create throughout the course of the book. You'll begin by making your game map, using a system of hexagon tiles to create the terrain and the different units you want to include in your game such as soldiers and tanks. Then you'll learn how to set rules for player movement, different types of terrain, and combat. You'll even find more advanced techniques such as how to implement officers, fortifications, and even a simple monetary system in your games. The book even discusses how to track and find bugs in your games and how to create an editor that allows you to easily apply data you've already created to new games. Everything you need to build your own war games is included with the book, and by the time you've worked your way through it you'll have designed your very own working and playable war game.

Table of Contents

  1. Copyright
  2. Acknowledgments
  3. About the Author
  4. Introduction
  5. Welcome to War Games
    1. A Brief History of War Games
    2. Making War Games Using Multimedia Fusion 2
  6. Introduction to Multimedia Fusion 2
    1. Installing Multimedia Fusion 2
    2. Program Creation Process in MMF2
    3. Program Walkthrough
    4. The Editors
    5. Objects: The Key to Development
    6. System Objects
  7. Your First Creation
    1. Creating the Application File
    2. Playback
    3. Writing the Code
  8. Creating Ideas
    1. History
    2. Basic Game Engine Document
  9. Your First Hex Map
    1. What Is a Hex Map?
    2. Creating Your First Hex Map
    3. Placing Units
    4. Duplicating and Cloning
  10. Movement
    1. Assigning Movement Points
    2. Basic Movement Point Calculation
    3. Setting the Counter
    4. Moving Your Units Onscreen
    5. Multiple Unit Movement
  11. Terrain Effects
    1. Creating Terrain Modifiers
    2. Using the Array for Your Movement Table
    3. Dinosaur Terrain Example File
    4. Coding Terrain Movement
    5. Engine Issues
  12. Weather
    1. Implementing Multiple Terrain Effects
    2. More About Weather
  13. Enemy Movement
    1. Basic Enemy Movement
    2. Advancing Enemy Movement
    3. Enemy Movement Example
    4. Computer Unit Orders
    5. Prevent Player Units Overlapping Computer Units
    6. Multiple Computer Units Movement
  14. Attack and Defense
    1. Basic Player Combat Example
    2. Player Combat All Units
    3. Computer Combat
    4. Additional Concepts
  15. Generals and Officers
    1. Officer Attributes
    2. Identifying a Unit with an Officer
    3. Setting Up Officers
  16. Digging In
    1. Trench Warfare
    2. Outposts, Forts, and Castles
    3. Towns and Cities
    4. Other Defenses
    5. Implementing
  17. Maps
    1. Scrolling
    2. Mini-Maps
    3. Fog of War
  18. Money
    1. Paying Income per Tile Location
    2. Paying Income per Area
  19. Testing and the Debugger
    1. What Are Bugs?
    2. The Debugger
    3. Using Counters or Other Objects
  20. Editors
    1. What Is an Editor?
    2. Creating an Editor
  21. All at War
    1. All at Sea
    2. Look to the Sky
    3. Space Wars
    4. Reference
  22. War Game Engine
    1. Player Units
    2. Computer Units
    3. Terrain Tiles
    4. Global Values
    5. Phase Order
  23. Index