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I wasn't originally going to cover this, enjoying how much the game unambiguously posed the player as the Villain All Along but it's been requested a lot and I think it's worth showing how to tackle the concept of having the enemy Fight Back.

After all, the approach to creating something that responds to player input is quite different to creating something automated. I'm hesitant to refer to this kind of thing as "AI" anymore than you'd refer to an alarm clock or a microwave as "intelligence", but it is worth going over this to further drive home the concepts of automating the timing and behavior of a game object.

Remember that's the goal with this series. To cover all of the basic concepts involved in building a platform game.

I'd say that after this we're pretty close to getting there. I'm still thinking how I want to deliver on the game's "ending" but it will most likely be a matter of a simple hardcoded cutscene.

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shaunjs

Yeah, I get how that could feel "missing" and I certainly could cover a couple of oddities and gotchas with this and how to deal with the menu scaling etc but most screen stuff is so highly game specific and this game doesn't really require more than a working full screen mode at most. Stretching the game to the screen and keeping aspect ratio is mostly just some tick boxes in the IDE So there's not going to be a ton to cover on that in this specific series. People have asked for more of that kind of thing in patron topic videos though.

Anonymous

This series really helped me a lot, thank you so much for it Shaun, I think an ending cutscene should be a good way to finish this first season.