Summary

We've now started going down the path to making our game feel satisfying to the player. We have sound and visual effects, a player character that has most of the capabilities we would expect from a modern shooter, and targets that react to the player's interactions. The skills we have covered in the first two chapters can already be combined to start creating increasingly complex and interesting behavior.

In this chapter, we created some customized player controls to allow sprinting and zooming in with our gun. In the process, you explored how the movement controller translates information from a player's inputs into the game experience. You also opened the door to creating simple animations using timelines. Then you added more feedback ...

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