Create xNa shooter games-Overview

Source: Internet
Author: User
Overview

In this chapter, I will guide you through xNa shooter games, a small shooting game, which is really fun, with the help of Cool special effects, beautiful 3D models, game scenarios with buildings and plants as the background, real-time shadow ing, great music and sound effects, this game looks and feels better than the usual arcade games. When I started making this game, I didn't think of making such a great game (you may be able to guess this from the game name, and this name is not great at all ). But when I added the shadow ing (which was also used in the racing game in the last chapter), the background and 3D buildings looked pretty, similar to the beautiful UI interface in the previous chapter and some cool post-screen shaders (See Chapter 8th.
This chapter describes how to create xNa shooter. It took two to three days for the game's basic encoding, and only some advanced classes such as effectmanager and shadow ing needed some additional adjustments. Not only is shadow ing difficult to implement, but it also takes several days or even weeks for you to debug it repeatedly to make it look better and fix some problems (usually there is always a problem ). XNa shooter is fully based on xNa graphicengine in Chapter 5th and rocket Commander in Chapter 8th. Only in this way can we make such a good game in such a short period of time.
It does not take much time to create a 3D model, because most of the models are available in old projects. Since simple camera is fixed, it always looks at the ground, rendering like a sky box and lens glare can be ignored. The camera also simplifies shadow ing because you always see 3d areas of the same size.
Game logic is processed in four categories:

    • Player class, which has been used in the rocket Commander. This is simpler because you only need to save the current time, score, life value, and weapon type.

    • The unit class processes all enemy units. It updates enemy positions and AI and renders them on the screen.
    • The projectile class handles all the ammunition that you and your enemies emit. This includes plasma balls, your rockets, Fireballs or enemy rockets. Instant weapons such as mg or Gatling-gun do not have ammunition. They immediately hit the target and display the effect directly on the screen.
    • Finally, the item class is used to handle dropping items after a transport ship or a rocket frigate is shot down and allowing players to pick up items when they fly over them. Item includes the life value, electromagnetic pulse bomb, or only one of the four weapons.

the game logic is a little more complex than the rocket Commander, but after you study all these classes, you will find that the misson class is actually very simple, when you integrate everything, the game is almost complete. You only need to perform some tests and fix errors, and the game can run well.

Contact Us

The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion; products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the content of the page makes you feel confusing, please write us an email, we will handle the problem within 5 days after receiving your email.

If you find any instances of plagiarism from the community, please send an email to: info-contact@alibabacloud.com and provide relevant evidence. A staff member will contact you within 5 working days.

A Free Trial That Lets You Build Big!

Start building with 50+ products and up to 12 months usage for Elastic Compute Service

  • Sales Support

    1 on 1 presale consultation

  • After-Sales Support

    24/7 Technical Support 6 Free Tickets per Quarter Faster Response

  • Alibaba Cloud offers highly flexible support services tailored to meet your exact needs.