Game Development Reference
In-Depth Information
When we recall that the prior best score before Baddie made his move was
Evilmeister's 18.1, we can see how much those 50 feet meant. Not only should we
now attack Baddie, but we should do it with our rocket launcher. The reason for the
weapon switch is because of the accuracy and damage curves that we designed very
early on. A quick glance at Figure 14.6 reminds us that the rocket launcher is our
most effective weapon at a range of 100 feet. (We should notice as well that while the
shotgun is still not a good choice, the pistol is now something to at least consider.)
Don't Touch That!
So far, all we have changed is the Dudes' distance to us. Because we have not
changed their respective distances to the detonator, the urgency scores have not
changed. To test the effect this has on our scenario, let's assume that Boss Man has
made a break for the dastardly device. His path takes him no nearer to us, however.
The only distance that is changing is the range to the detonator—to which he is
coming alarmingly close. To complete the picture, we will leave Baddie at his closer
range of 100 feet. The updated parameters, therefore, are:
Dude
Distance
Dist. to Det.
Weapon
Baddie
100
100
Machine Gun
Evilmeister
150
100
Machine Gun
Boss Man
150
20
Machine Gun
As we would expect, as Boss Man gets closer to his goal, our urgency to drop him
increases. To help us make the various comparisons, we will list all 12 options again.
Name
Weapon
Threat
Urgency
Score
Baddie
Pistol
29.0
0.369
78.6
Baddie
M/G
5.3
0.369
14.3
Baddie
Shotgun
753.4
0.369
2,041.6
Baddie
R/L
4.3
0.369
11.8
Evilmeister
Pistol
753.1
0.369
2,040.8
Evilmeister
M/G
6.6
0.369
18.1
Evilmeister
Shotgun
753.1
0.369
2,040.8
Evilmeister
R/L
6.7
0.369
18.3
Boss Man
Pistol
752.7
0.669
1,125.9
Boss Man
M/G
7.4
0.669
11.1
Boss Man
Shotgun
752.7
0.669
1,125.9
Boss Man
R/L
7.5
0.669
11.3
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