Game Development Reference
Case study: Bug Catcher
I'm sure you have quite a few ideas about how you can use some of these new techniques in your
games. You'll take a look at how you can use them to build a simple game called Bug Catcher. In the
>qc?]p_danBejeoda` folder of the chapter's source files is a file called ^qc?]p_dan[Bejeoda`*osb,
which looks something like Figure 9-7 when it runs.
Figure 9-7. Bug Catcher
The objective of Bug Catcher is to catch three bugs and bring them to the frog. (But the frog doesn't
like mice, so be careful not to catch him one of those!) Bug Catcher is a platform game, one of the
most popular genres of video game. Platform games feature characters that run and jump across sur-
faces on different planes known as platforms .
The game will use every detail of motion physics that you've looked over the first part of this chapter.
It will introduce an advanced collision detection utility that you can use to bounce a lh]uan object off
a platform. You'll also use scripted animation, arrays, artificial intelligence, and a bit of trigonometry.
Oh yes, and did I also mention it was going to be a very easy game to create? You'll be surprised!
The object of this project is to illustrate specific techniques that you can use to build your own plat-
form game. Feel free to follow along, step by step, but I'm treating this project more as a discussion of
how the game was made instead of something you should copy outright. Many of the problems you'll
solve by building this game are absolutely central to video game design, so you have to learn about
them. And the best way to learn is to dive in and start experimenting with these new techniques in
your own way.
A good approach for completing this chapter is to follow along and use these techniques to build
a similar game of your own, in parallel with my explanation.