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Game Definition
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The game will be a TPS game, where the player will control a survivor of a human expedition that went to an unknown planet. The objective of the player is to avenge the death of his companions, fighting and destroying every living creature on this planet. The game environment will be a completely outdoor scene.
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Game Play
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The player will start the game equipped with a machine gun and ammunition. The player should be able to run (both forward and backward), jump, and attack (aiming and shooting). The player should not be able to move while aiming. A sprite with a circle will be used to show the target of the player s weapon. The player will be controlled using the Xbox 360 controller or the keyboard. The game controls were created based on the principles of the game Resident Evil 4. Figure 13-1 shows the game controller.
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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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Figure 13-1. The game controller Using the Xbox 360 controller, the left directional button is used to rotate the player and jump (when clicked). The X and A buttons move the player forward and backward. Button LB is used to enter into the aim mode. While in the aim mode, the player cannot move, and the A button is used to shoot. The game map will have a few monsters (called NPCs for nonplayable characters, or less commonly mobs, for mobile objects) scattered in different positions. Each monster will be randomly walking around the map until it sees the player or is attacked by the player. When this happens, the monster will chase the player, and after approaching him, the monster will attack. Whenever the monster loses all its hit points, it will die. And if the player loses all his hit points, the game will be over. Finally, the game UI will be as simple as possible. It will display the player s health points, ammunition, and the number of remaining creatures alive on the planet.
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Technical Design
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Now you ll define some technical design items. To ease the building of the game, you ll divide the game code into three different namespaces: GameBase: This namespace contains the entire game engine, with objects such as cameras, lights, terrain, models, and effects. Note that you created almost the entire game engine in s 10, 11, and 12. GameLogic: This namespace contains the logic of the game, including player logic, the artificial intelligence (AI) for the NPCs, unit types, and others. Helpers: This namespace contains various helper objects, such as a controller helper and a random generator helper. Using these namespaces makes it easier to keep the game logic separate from the game engine, which helps you to develop, reuse, and maintain the game code. You ll start constructing the XNA TPS game by creating its game engine, and then you ll work on its game play.
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CHAPTER 13 CREATING A THIRD-PERSON SHOOTER GAME
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Starting the Game Engine
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Start the game development by creating a new Windows Game (3.0) project named XNA TPS. In this new game project, create the folders GameBase, GameLogic, and Helpers in the Solution Explorer. These folders will help you maintain the different parts of the game code, separated as described in the previous section. The game assets will be added to the Content project, which is inside the XNA TPS project. As noted in the previous section, you made most of the XNA TPS game engine in s 10, 11, and 12. Here, you ll add the classes that you created in the previous chapters to the GameBase namespace in the XNA TPS project.
Cameras, Lights, and Transformations
You made the Cameras, Lights, and Transformation classes in 10. To add these classes to the project in a clean way, you should first create the folders Cameras and Lights inside the GameBase folder. Then add all the camera and light classes created in 10 to the Cameras and Lights folders, respectively, and the Transformation class to the GameBase folder.
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