Game Development Reference
In-Depth Information
Chapter
7
Enemies
Right now, CMOD is really starting to take shape. By investing extra time and forethought, as we've
been doing, in carefully applying well-established C# and Unity-scripting principles, CMOD not
only
works,
but
works solidly
. That is, it's easy to expand upon and difficult to break. When game
development seems to flow like that, one stage naturally coming out of the previous and moving
smoothly in a logical sequence, we may generally take that as a “good sign.” Thus far, we've created
a complete game environment, an event system, a First Person Controller, head-bobbing behavior,
collectible power-ups, and damage-dealing weapons. But we're still missing Enemy characters, and
that's a crucial ingredient for CMOD and practically any shooter game.
Essentially, we're missing the
things
we can actually shoot at, and which can also shoot us back,
if we're not quick enough to defend ourselves. So now it's time to fix this serious omission.
Specifically, we'll develop enemies that can both take and deal damage with weapons, and who
also exhibit a degree of “intelligence,” to guide their behavior and actions during gameplay, making
them appear animated and alive. In achieving this, we'll cover a lot of technical ground, and some
of it highly controversial in game development and beyond, exploring subjects such as artificial
intelligence, finite state machines, and pathfinding and navigation. So, let's go!
Meet the Bad Guys
As discussed in Chapter 1 of this topic, CMOD will feature a total three different Enemy types, all of
whom are dangerous to the Player in different ways. These are
the Drone
(see Figure
7-1
),
the Tough
Guy
(see Figure
7-2
), and
Mr. Big Cheese
(see Figure
7-3
).
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