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Mastering LibGDX Game Development

You're reading from   Mastering LibGDX Game Development Leverage the power of LibGDX to create a fully functional, customizable RPG game for your own commercial title

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Product type Paperback
Published in Nov 2015
Publisher
ISBN-13 9781785289361
Length 420 pages
Edition 1st Edition
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Author (1):
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Patrick Hoey Patrick Hoey
Author Profile Icon Patrick Hoey
Patrick Hoey
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Table of Contents (12) Chapters Close

Preface 1. As the Prophecy Foretold, a Hero is Born 2. Welcome to the Land of BludBourne FREE CHAPTER 3. It's Pretty Lonely in BludBourne… 4. Where Do I Put My Stuff? 5. Time to Breathe Some Life into This Town 6. So Many Quests, So Little Time… 7. Time to Show These Monsters Who's the Boss 8. Oh, No! Looks Like Drama! 9. Time to Set the Mood 10. Prophecy Fulfilled, Our Hero Awaits the Next Adventure Index

Chapter 3. It's Pretty Lonely in BludBourne…

Now that we have begun to create some map locations and started to navigate through our world using our player character, we can start to plan out how we are going to populate this world with NPCs.

We will cover the following topics in this chapter:

  • The Entity Component System (ECS) design pattern
  • Using JSON scripts for defining NPC properties
  • Physics component with entity collision handling
  • Selecting NPCs for an interaction with the input component
  • Overall map design

Following the standard object oriented design (OOD) methodologies, we could just use the Entity class that we created as the base class for all in-game characters, including NPCs and enemies. The reality with this standard approach is that we will usually end up with a massive base class that tries to do everything, including wide and deep hierarchies that become difficult to manage. One disastrous side-effect is that when one tries to change one small property in...

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