2008, 249-290, DOI: 10.1007/978-1-4302-0980-5_9

Scripting, AI, and Depth (and Death)
Let’s Add Danger!

Abstract

To be honest, what we have now is basically a glorified punching bag simulator. We walk left, we walk right, we smash, and we shoot. Obviously, when our enemies just stand there, soak up damage, and bleed infinite buckets of blood, we’re not offering much in the replayability department. First and foremost, we need to make our enemies die. Then we’ll run out of enemies, so we’ll need a way to set up a stage to respawn enemies. At some point, we should make our enemies fight back, which means that we’ll need to make our hero take damage as well. Much of indie game development heads off into odd job territory, and this chapter, much like the rest of this book, is a shining example. But these odd jobs are what make our punching bag into an actual game. Let’s face it: if we don’t give the players a reason to play, they might as well be twiddling their thumbs.

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