Chapter 7
Enemies
Right now, CMOD is really starting to take shape. By investing extra time and forethought, as we’ve been doing, in carefully applying well-established C# and Unity-scripting principles, CMOD not only works, but works solidly. That is, it’s easy to expand upon and difficult to break. When game development seems to flow like that, one stage naturally coming out of the previous and moving smoothly in a logical sequence, we may generally take that as a “good sign.” Thus far, we’ve created a complete game environment, an event system, a First Person Controller, head-bobbing behavior, collectible power-ups, and damage-dealing weapons. But we’re still missing Enemy characters, and that’s a crucial ingredient for CMOD and practically ...
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