Chapter 9. Game Logic

In this chapter, we will cover:

  • How to beam the player to a tag point from a trigger
  • Making the AI go to a location when the player enters a proximity trigger
  • Debugging the Flow Graph
  • Creating a kill counter
  • Rewarding the player for reaching a kill goal
  • Displaying the player's health through a Flow Graph
  • Changing the player camera through key input
  • Creating a countdown timer
  • Creating a sound event

Introduction

While we have explored much of the external scripting in the previous chapters, we shall now look at more of the inner workings of the game logic that is made via a Flow Graph. Being one of the most power tools for any designer, in this chapter, we shall explore some of the examples that can be created with the Flow Graph.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
18.225.57.126