ARSA Framework: Master of ARSA Script.

Why take this course?
Based on the outline provided, you're working on a game development project that involves various stages from preparing resources to implementing AI for automation and finding nearest objects. Here's a brief summary of the content you might expect in each chapter based on the outline:
Chapter 18: Showing a Game
- Preparing player and enemy resources, game logics, coding, and result demonstration.
Chapter 19: Gage
- Gage seems to be an element or character in your game. This chapter covers preparing resources, coding the functionality, showcasing the results, and concluding the implementation of Gage's texture drawing, animation, and deployment to an Android device. It also includes details about additional assets, specifying name and version, including assets, and discussing the conclusion and result after deployment.
Chapter 20: Time Counter
- An overview of a time counter feature for your game, its implementation with UI, deploying it to an Android device, and concluding the chapter.
Chapter 21: Matching Objects (Not published yet)
- This chapter would likely cover preparing resources for a matching objects game mode and coding the logic behind the matching mechanism.
Chapter 22: Photo Hunt (Not published yet)
- This chapter would involve preparing resources and coding for a photo hunt game mode where players might search for items or objects within the game environment.
Chapter 23: AI - Find out Nearest Object
- This comprehensive chapter covers the implementation of an AI system that can determine which object is nearest to the player or enemy, editing existing functions, adding new ones such as
mu_walk_spawn
, and integrating them with the finite state machine (FSM) you've already developed. It also includes distance calculations, conclusions, and results.
Chapter 24: AI - Find out Nearest Object (TotalTime 18:57)
- Similar to Chapter 23, this chapter provides a more detailed look at the AI functionality focused on finding the nearest object. It includes defining distance variables, calculating distances, editing functions, adding new functions, and integrating them with the FSM. The chapter concludes with a demonstration of the result and discussion on its implications for the game.
Throughout these chapters, you would be using a game development framework or engine (such as Unity, Unreal Engine, Godot, etc.) to create assets, script behaviors, design levels, and test the game on an Android platform. Each chapter seems to build upon the previous one, gradually adding complexity to the game's features and AI components. The outline suggests a comprehensive tutorial or guide that takes you from basic game mechanics to more advanced AI integration.
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