| Game Making Tips |
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Some suggestions for making
characters appear intelligent.
The best game making involves the process of
fooling a player into thinking the characters that he / she is interacting
with know what they are doing. To have a character in your game that seems
self-aware and alive, all you need is movement and appropriate changes in that movement
from time to time. It fools most users!
For example, something as simple as walking
left 3 seconds, then right 3 seconds (then repeat) mimics a type of patrol
state, for a character such as a guard or a soldier. Or, if you have a character move
their head from side to side when a player scores badly in a game, and add a sound file
that suits
doh!
and immediately your character appears to be more alive, as if
it is responding to the player.
You can extend these ideas to give the
character the appearance of intelligence by creating apparently random
occasional behaviour. For example, add a condition to your program so that
your character responds to the number 1 when a random number between 1 and 10
is generated every second, perhaps by stopping to look around, and then returning to their
patrol. Now your character is not only patrolling, but also no longer seems
mechanical.
Responding to other characters is a vital part of any game. Imagine your guard
is patrolling, and another character moves in front of it. What should your guard do? You
need to conceptualise these issues because these questions will need to be answered by the
programming you develop. How can you make it seem that the character knows when an alien
has landed behind him? How do you ensure each character is even looking in the right
direction?
There are some techniques, which handle
this. The process involves creating some invisible objects. If you have designed your game
so that the guard has to patrol a certain area, then that area is given three extra
objects, all invisible to the user. They are visible however, in the Klik and Play Level
Editor, so that the game maker is able to alter and move the objects to suit the game
design. The first object could be placed on the far left of the patrol area. If the alien
collides with it, it is forced by your programming to turn right. The second object works
in reverse. It forces the alien to turn left. These two objects would make your alien
appear to be aware, by keeping the alien turned in the direction of the guard. The third
object can be made as a long line, stretched between the other two objects. If the alien
crosses this long line, your guard could look in the direction of the alien and attack.
These are suggestions only. Combine
invisible objects, collisions, timers and randomly generated events and you have the
recipe ingredients for an apparently intelligent character.