Game Development Reference
In-Depth Information
ing their mobile device as a gun.. In the meantime, the enemies have guns, so they
can hit the player as well. This means the player has to use strafing, and hide behind
the window ledges in the game scene. The ideal plot for using such game mechanics
is a story about a fortification defended against hordes of enemies. The AR window
demonstrates some avenues to approach a pillbox, it stands on a hill, but a player
is a shooter in this improvised tower. There are dozens of angry enemies downhill;
who are trying to reach the pillbox. The player has to defeat those enemy waves.
At harder levels, some additional elements can be introduced; enemies may begin
to use tanks or other types of armored protagonists may emerge. It would be spec-
tacular to use particle effects to illustrate hits in the pitfalls; some splinters may shoot
out the AR window.
The following are the screenshots of various game situations:
This particular game can also have an alternate mode called Sniper duel, for ex-
ample. The player is a sniper positioned in a building; he has one window for shoot-
ing. In front of him is another building with a lot of windows and several holes in the
walls. That is the place where the enemy sniper is hidden (maybe a couple of them);
the enemy constantly changes his position. The player should be very attentive to be
able to catch the small signs that the opponent is about to shoot them. At the same
time, he should not be an easy target, his head sticking out a window in the game
scene; it is more sane to protrude a little from the corner of the window in the scene.
That is a slow, but very alarming type of a shooter game.
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