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It’s a Trap!

It’s a Trap!. Larry Oliver. The Game.

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It’s a Trap!

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  1. It’s a Trap! Larry Oliver

  2. The Game • As the player, you see the hostage being taken away by the boss thug and several of his minions try to prevent you from reaching the boss and his hostage. You are unarmed and the thugs are going to try and capture you. The only way to stop them and reach the boss is to lure them into traps that you set. You can only have 1 trap down at a time.

  3. Features • Lay down a trap with left click. While a trap is down your ridicule will turn red. • Right click removes the trap and returns the ridicule to white. • Your position is shown on the Minimap along with the positions of the thugs.

  4. Features (continued) • The boss and hostage are following a set path using waypoints. • The thugs are coming for you! • When a thug falls into a trap, they are both removed. The trap consumes the thug. (Its lava)

  5. Difficulties • Debugging code that I did not make! • Trying to create aStar took a lot of time. • Trying to get the mouse to select something!

  6. Fixed problems • I used one class for all the NPCs which presented a problem with AI. To solve I used different IDs. • With different IDs I can specify triggers for different types of NPCs. Makes the state machine easier to implement. • aStar was a pain… instead I used waypoints.

  7. Whats next? • Create a boss fight • Fix win/lose conditions • Add more thugs • Find more interesting directX files for traps. • Make animations more elaborate. (Falling into trap?)

  8. For next time • Create waypoints AFTER deciding on an environment layout. • Use code from other codes as a guide instead of copying the entire thing. Debugging someone else’s code is like trying to plug the leak on a dam. You fix one hole but another one shows up.

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