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Ultimate Game Design : Building game worlds

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C H A P T E R 3<br />

It’s important to remember that, when you’re building <strong>game</strong>s, you really are innovating<br />

along the way. Having confidence in your cornerstone elements is the first step<br />

toward jumping into the fray.<br />

The Moonlight Forest Example<br />

Now it’s time to go for it! Choose an environmental editor from your favorite <strong>game</strong><br />

(for example, Unreal 2 or Jedi Knights 2) or download a free one from<br />

www.wildtangent.com (visit the Developer Central section and download<br />

WTStudio and the WTStudio Sample Project, so that you have some assets to work<br />

with). Try to construct a simple scene using the assets provided. I built a very simple<br />

forest under moonlight with a tree smoking in the background from a lightning-bolt<br />

hit. The following are the areas to focus on:<br />

� Understanding basic lighting concepts<br />

� Applying, shifting, and scaling textures<br />

� Creating a basic particle emitter<br />

� Adding a sound<br />

� Loading an actor into a scene<br />

Figure 3-14 is a quick example of how to get started learning more about each of<br />

the areas we’ve discussed in this chapter. The following are the steps that I used to put<br />

together this example using WildTangent Studio:<br />

1. Start with a default room and resize it to make it a little bigger.<br />

2. Put a space texture on the surrounding horizon walls.<br />

3. Put a grass texture on the ground.<br />

4. Create two cylinders. Scale one down as a cut, and sink the smaller one<br />

into the floor and put a water texture on the surface and stone textures<br />

on the sides.<br />

5. Load some “tree” actors and size and scale them into position.<br />

6. Create an emitter and assign it a sprite smoke bitmap.<br />

7. Create two point lights and a spotlight. The first point light is the ambient<br />

global light and is positioned in the upper right of the scene in the position<br />

of the moon. The second point light is on the surface of the fountain to<br />

simulate a reflection from the water. The spotlight is targeted on the<br />

fountain from the moon’s position.<br />

79<br />

Lighting, Texturing, Particles, Effects, and Audio

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