decisions we made as the character idea was developed through the
theory discussion. From the algorithms, we will demonstrate how to
sketch state machines for these functionalities.
• Implementation: We will introduce the lead character of our book’s
example project, Sancho Panza, and demonstrate how to bring him
into Unity, and through the use of PlayMaker turn him into a character
that the player can control and play. The PlayMaker FSMs developed
will be the implementation of those constructed during the design
phase.
• Chapter 5—Non-Player Characters
• Theory: Based upon the characters that were developed in the last
chapter, we will look at how we can bring those characters to life
within our game project and begin to populate the world around
Sancho Panza. We will explore articial intelligence (AI) by developing
our own denition of it and looking at the major types of AI that can
be developed and eventually deployed.
• Design: Based upon our work with the player character and the needs
of the project, we will design the behavior system that will govern the
decision-making process of a threshold guardian character during
the game so that they will be able to respond to events and actions
that occur as the player plays our game.
• Implementation: We will use PlayMaker to get our design working
with a spider added to the Sancho Panza project that will attack
and eventually kill the player character. This spider will have a
rudimentary AI system that will give it the abilities we need for this
project. These same basic principles will be applicable to any other
non-player character (NPC) within the game.
• Chapter 6—Story
• Theory: We will provide background information on the story, such
as the theme, plot and devices, backstory, premise, and so on. This
chapter includes a discussion of Aristotle’s ideas about stories. We will
also discuss the Hollywood 3-act structure and how it helps to guide
a story along. Joseph Campbell’s “Journey of a Hero” will also be
demonstrated as a potential blueprint for story creation.
• Design: This chapter covers the development of the backstory and
other story components for a game project. While much of this
design work may not make a direct appearance within the game,
we need to know the story of the game in order to know what will
happen during game play. We will also create potential quest systems
based upon the story and dialogue trees between the NPC and the
player character.
• Implementation: We will construct the basis for a quest system for
Sancho as well as an elementary dialogue between Sancho and his
wife Teresa. In addition, we will add a narrative introduction to the
game based upon the game’s backstory, explaining who the player is
and why they are on the island that they are on.
xviii