Game Development Reference
In-Depth Information
Figure 7-1. The Drone: The weakest enemy. Has short-range attack
Figure 7-2. The Tough Guy: Nasty! Has a power handgun and long-range attack
Figure 7-3. Mr Big Cheese: The head honcho, the big fish, numero uno! There's only one of this guy in each level. His attack is
short-range, but he hits very hard
It may come as no surprise to you by now that all three of these Enemy characters will be
implemented as Prefab objects. This will allow us to group together all graphics, assets, and
script files into a complete package—one we can reuse as necessary, filling the level with as many
enemies as we need. Let's start by creating the enemy Drone prefab, a process that can be repeated
afterward to create all the remaining character prefabs.
Note In case you're interested in how the enemies were drawn: I used the “three box” character design
method. That is, I started by drawing three empty squares on top of one another on a sketch pad, arranged
vertically. I then sized the boxes to represent the leg, torso, and head regions of the character. And then I filled
the boxes using only basic primitive shapes, such as squares, circles, and rectangles. These represent the
main forms of the character—and details can be added to these, such as a nose, eyes, and mouth, and so
forth. Try it for yourself, allowing only 5-7 minutes for each character.
 
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