Franken Frenzy
Summary
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Design Goals
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Systems Design
As part of my work on Franken Frenzy, I iterated on the system to implement. After scoping down the variety of enemies and monster upgrades a new design emerged. The following spread sheet details the final implemented design.
Research
Research is an integral part of game development and one of my first tasks on Franken Frenzy was to figure out how to get the AI to walk its own correct path.
The following is the process I used to accomplish this task.
- Find the various methods possible to complete the given task
- Determine the Pros/Cons of each method (prototype, thought experiment, etc.)
- Determine which method would work the best within the given constraint
Applying this to Fraken Frenzy, I researched the how-to of moving player generated units and enemy units. I found 2 major methods of movement in Torque; floor based movement and flight. I attempted a simple test with each method. With floor based movement the animations were jumpy on inclines and the AI would have to remember which collision box it was walking on and which it was ignoring. With flight the actors moved along a predetermined path from one point to another, smoothly and problem free. Flight was perfect for our game. Taking this information to the team programmer He was able to quickly adapt the AI to using the flight path to have the AI appear to walk.