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Test it to see if it works. If it does, awesome! Once the player collects the gun
however, I want the waypoint to be destroyed because Kevin won't need it, and he
will be able to navigate the rest of the level by himself. So let's insert a new rule and
change it to Attribute | game.Gun Collected | is | true , then drag in a Destroy
behavior. You can have multiple waypoints for the arrow to point by having a single
object the arrow will point to. So when the player has reached the waypoint, change
the position of the object the arrow points at to where you want the player to go next.
Simply create a new game-wide Integer attribute and have it set to the waypoint the
player is currently on. Then in the object the arrow points at, have rules depending
on which waypoint the player is on, and change the position accordingly. Here's a
view of how the wayfinding arrow looks:
Now that we have a super easy way-finding system, Kevin has to end this! It's
time for...
Boss battles!
Kevin has gone through a super tough journey. He's fought many enemies, and now
he is at Magellan's Castle to save Dom:
 
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