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C++ / DirectX Game

Development:
Animations and Advanced Game
AI
Michael Mickey MacDonald | Indie Game Developer
Bryan Griffiths | Software Engineer/Game Developer

Course Topics
Introduction to C++/DirectX Game
Development
01 | Introduction / Getting Started
02 | Simple Animations
03 | Gameplay Expansions
04 | AI Expansions

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03 | Gameplay Expansions
Michael Mickey MacDonald | Indie Game
Developer
Bryan Griffiths | Software Engineer/Game Developer

Module Overview
More Power-Ups.
Power-Downs.
Let Enemies Get Power-Ups And Downs.
Further Extensions

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More Power-ups

More Power-ups
Lets add some more variety than simply speed to the
power-ups that are generated.
Each will need to be a different color to differentiate
them.
We need to remove the effects after each round.
Speed A flat increase each time it is grabbed.
Knockback Immediately shoves the opponent
backwards.
Stun Disables the opponent for a short time.

DEMO
Taking a loot at and testing the new features of
the games power-up system.

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Power-Downs

Power-Downs
Power-downs arent always bad, it is all in how you
use them.
The typical easy to implement approach is to simply
take every power-up that you have made and inverse
what it does or who it targets.
Inverting our power-ups:
Speed A flat decrease each time it is grabbed.
Knockback Immediately shoves the consumer backwards.
Stun Disables the consumer for a short time.

These power-ups are now things a player wants to

DEMO
Testing that the power-downs work correctly.

Letting Enemies Get Power-Ups


And Downs

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Letting Enemies Get Power-Ups


And Downs
But adding power-downs as simply an obstacle to
avoid makes them feel as if they are only a penalty to
the player.
If we allow the enemy to gather the power-ups and
power-downs, then the power-downs also become a
tool to use against the enemy!
Letting them gather power-ups also adds a new layer
of tension to the gameplay, because now the enemy
can get better over time as well.
Same mechanics, but creates room for new strategies

DEMO
Trying things out on the enemy.

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Further Extensions

Further Extensions
More power-ups and power-downs!
Display the name of the activated power-ups and
downs when touched by a player or enemy in the
HUD.
Find new uses or combinations for the current
mechanics.
Adding other new mechanics:
Avoid one offs.
Add mechanics that are simple, yet deep.
Present them as clearly as possible to the player and with

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