Tag: behaviour

ISSUE 7: Do you read me, HAL?

We’ll be giving the bad guys pursue, attack, flyby and flee behaviours. How do we do this without all of the bad guys behaving identically? If we’re not careful they will flock together and fall into synchronized movements. Worse, they could be predictable (not much fun for a game!). Artificial intelligence (AI) is an interesting subject. Is the solution smoke and mirrors or do we need to program something “intelligent”?

ISSUE 5: A New Hope

It’s time for some housekeeping before the New Year! We’re going to change the design of our code completely in this Issue to support us as we venture forwards in 2011. We’ll also take some time to explain the water we added in Issue 4 and add some sounds effects along with a basic HUD.

ISSUE 2: All the World’s a Stage

In Issue 2 we will focus on getting your game’s main character (player) into the world you created in Issue 1!  In order to do this, we do need to cover some tricky concepts.  Issue 2 will be one of the most difficult issues for new developers but we encourage you to persevere, once you have understood the concepts in this Issue life will get easier!