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Level Up.pdf

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296 LEVEL 11 They All Want You Dead<br />

In Maximo: Ghosts to Glory, we created coffins that burst through the ground<br />

to deliver enemies into the world. If the player collided with them, they would<br />

be knocked backwards. If they swung at them, they would shatter the coffin,<br />

but the enemy inside wouldn ’ t be hurt and would go right into their attack<br />

routine. Why go through all of this trouble? Because of this very important<br />

thing:<br />

FIGHTING ENEMIES IS SUPPOSED TO BE FUN!<br />

In an action game you are going to be fighting a lot of enemies, so do<br />

whatever you can to make it awesome! Explosive effects, funny or dramatic<br />

hit reaction animations, cool and/or gory kills and, of course, lots of<br />

feedback and rewards 9 .<br />

When the enemy is defeated or killed, what happens to the enemy? Do they<br />

vanish in a puff of smoke or pop like soap bubbles? Do they dramatically<br />

clutch their hearts and die an agonizing death? Do they explode? How is<br />

treasure delivered to the player after the enemy is defeated 10 ?<br />

Determine how the enemy model is removed from the world. Do they fade<br />

away, leaving only weapon pickups where their bodies once were? Do they<br />

dissolve into a pile of goo that then melts away? Or do bodies stay on<br />

screen as a gory reminder of your combat? Remember, what happens to<br />

your enemy affects your ESRB rating.<br />

Every action game I ’ ve worked on has had one enemy that does this<br />

attack behavior: step 1: enemy sees player; step 2: enemy charges player<br />

9 We ’ ll talk about how to make the most of rewards in <strong>Level</strong> 13 .<br />

10 Looks like <strong>Level</strong> 13 has its work cut out for it!

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