The goal of my particle game’s bad guy was to have him be harder to defeat as you started to defeat him. So in these photos I have my bad guy stages, as well as a couple different screens that show what my bad guy is doing and how he is reacting to certain situations. In order to make the bad guy more difficult, I used his health as a marker to make the bad guy smarter/harder. So, as we see in these state charts, the bad guy gets faster as well as spawns more particles as his health gets lower, culminating in “apocalypse mode” where the bad guy spawns a large amount of extra particles to make his last bit of health very hard to get rid of.
Categories
Abstract Video
Art from Code
Art from Trash
Bad Guys
Blackspace
Conceptual Art
Contemporary Curation
Cultural HiJack
Digital Tools for Artists
Drawing Machines
Games from Nothing
Game Studio
hack&gli.tc/h
I Expect You to Die
Interactive Art
Interactive Story
Level Design
Mapping the Invisible
Muralista!
New Genres
Nonlinear Narrative
Paranoia as a System
Playable Buildings
Projector Night
Radical Game Design
Remix the City
Supernova (The Party)
Systems Aesthetics
The Interactive City
Urban Installation