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Make your own Giant Enemy Crab joke

4/5/2010

 
I'm in the process of gathering up code samples from my professional and academic adventures with hopes of formally beginning job application action tomorrow.  In the meantime, here's the end result of some of the code I wrote back at FIEA.


One of the ideas in the original pitch for Master Plan was to have the enemies analyze the vehicles players created to look for vulnerabilities.  This had a practical purpose of encouraging players to constantly build better vehicles, but it also had the thematic goal of making the player feel like they were the 'end boss' and that their opponents were the 'good guys'.


While this was originally pitched as a unique feature of the 'hero' at the end of the game, I actually wound up incorporating it in the enemy vehicle AI.  Each different type of enemy has a timer that starts each time the player launches a new vehicle.  Once a type of enemy has finished 'thinking' their squad becomes more accurate and they focus in on specific components of the vehicle.


The police squad cars in this video prioritize disarming the player's vehicle. They shoot off all of the machine guns arrayed on the 'arms' of this machine and then aim for the big laser on the top.


Later enemies have different priorities, like tanks who always aim for the player's cockpit or elite squad cars who try to snipe the highly volatile power sources that players can pick up along the way. 

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