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Designing the Chase

My original plans for this episode were more elaborate than what I ended up with. What I originally wanted to do was more of a turn based strategy game. Each turn Charles would move and then the player would be able to move one of their characters. The map would have been more maze-like to increase the strategy.

When it came time to actually start developing the game, I didn't have that much time so I opted with a more real-time chase situation. The theory behind this decision was that the previous episode was 3D and in real time and jumping to 2D turn based game-play seemed wrong.

The biggest issue actually became problems with the AI. My AI just takes the positions of the 3 player-controlled characters into account and attempts to get further away from them. While this sounds like it should work really well, it doesn't. More elaborate path-finding and planning to avoid corners was not practical within the limited development time-frame.

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