Game Development Reference
In-Depth Information
Figure 16.11 Once the key is acquired, the door opens before the player.
ensure that this trigger isn't functioning until the parent is set active
when the lights are turned on.
Step 27: Reactivate Hallway_Unbaked and deactivate Hallway_BakedGroup.
Conclusion
And there it is. Other than the fact that there is no winning or losing the
game, the game is done. All the obstacles have been presented to the player,
and all of them can be overcome. The scripting mechanisms are in place to
handle all of it.
Still, playing the game is pretty unfulfilling when the player can't lose and
can't win. In the next chapter we'll set up this engine.
Homework and Challenges
Challenge 1: The inventory system works well; but currently, when a tool
is picked, the player is still locked in the inventory system. Wouldn't it be
nice if when the player picks a tool, it automatically returns him to the
game? Make this happen.
Challenge 2: The inventory system is useless without the player knowing
how to use it. Create a trigger so that as the player walks across the dock,
a screen hint appears that shows the inventory and provides a bit of
instruction on how to use it.
Challenge 3: When the player first enters the hallway, it's awfully dark.
How can the player be prompted to activate his flashlight?
Challenge 4: After flipping on the main switch, create a prompt that
allows the player to know to watch out for cameras and to shoot them if
he finds them.
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