Book Image

Hands-On Game Development without Coding

By : Lucas Bertolini
Book Image

Hands-On Game Development without Coding

By: Lucas Bertolini

Overview of this book

Hands-On Game Development without Coding is the first Visual Scripting book in the market. It was tailor made for a non programing audience who are wondering how a videogame is made. After reading this book you will be able to develop your own 2d and 3d videogames and use it on your presentations, to speed up your level design deliveries, test your game design ideas, work on your proofs of concept, or even doing it just for fun. The best thing about Hands-On Game Development without Coding is that you don’t need any previous knowledge to read and understand the process of creating a videogame. It is our main focus to provide you with the opportunity to create a videogame as easy and fast as possible. Once you go through the book, you will be able to create player input interaction, levels, object behaviours, enemy AI, creating your own UI and finally giving life to your game by building it. It’s Alive!
Table of Contents (16 chapters)
5
Object Behaviors - Adding Logic to Objects
7
Interactable Objects - Enhancing Interaction

Summary

This has been the last chapter where we will read about our enemies.

We had the chance to learn about the Boss's strategy. We learned which component controls the melee attack and which one the ranged attack, and most important, what can we do to change its behaviors.

We also found out that the enemy has a scanner that is used to trace us, so it is very difficult for us to sneak on them and attack.

We had the chance to read about the enemy HP and shields, and how to make them stronger or weaker in order to increase or decrease the challenge level.

Before going on, we should play every level that we have created so far many times, making sure every stage is balanced and that we are completely sure we can move on. It is important to continually test our game.

This was everything needed to know about the game and level design. In the following chapters, we will have...