Summary
We've reached the end of this chapter and, once again, we have made amazing progress. Over only three practical chapters, we have completed almost all of the gameplay-mechanics for our game.
We still have quite some way to go before we can say that our game is complete, there's a lot of polishing to do before we get there. However, we have, so far, covered many of the vital skills that we'll need to create numerous different types of games. It's important to remember that these skills are transferable to other genres of game. Many games will need the counters, decision making if …
blocks, and triggers that we have learned about in this chapter!
The skills we have learned in this chapter include:
Creating a custom behavior that carries out actions, and attaching it to an actor
Using random numbers to introduce the element of surprise in our game
Making a timer event in a behavior that is attached to a scene
How and why actors should or shouldn't be always active
Our first special effect...