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Ultimate Game Design : Building game worlds

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C H A P T E R 4<br />

locking down these features involves placing actors (hero, enemy, and NPCs), props<br />

(environmental features like chairs, boxes, and altars), and items (like power-ups and<br />

collectibles) and tuning specific camera details. Your camera details determine how<br />

the camera or player view will move or function in a scene. Thus, in this chapter,<br />

we’re going to take a closer look at the placement of actors, props, and items, as well<br />

as camera considerations.<br />

PLACING ACTORS<br />

Once you’ve built up the world or environmental shell (the environment that will<br />

host your <strong>game</strong>) for your level or mission by the process described (or something<br />

quite similar), much of starting to make your <strong>game</strong> take shape involves placing objects<br />

and then testing or scripting them. We’ll cover approaches to scripting in detail<br />

in Chapter 6. For now, let’s take a look at what it means to start placing different<br />

kinds of common actors.<br />

Hero Actors<br />

Your hero actor is typically the star of your <strong>game</strong>. Mario, Crash Bandicoot, and<br />

Samus (Metroid) are perfect examples of hero actors. Not surprisingly, hero actors<br />

often have the most extensive animated abilities, and the most complex range of interactions<br />

with the environment. Since the hero actor will be controlled by a player<br />

throughout a given level, the placement of a hero actor normally begins by placing<br />

the hero at a default start point in the map or level (such as a garden at the center of<br />

the level). This is commonly called a spawn point, because the character is born or<br />

brought forth from this physical point on the map. This is where the player begins his<br />

or her adventure with the character. It also might be the point that a character returns<br />

to in order to start playing the level again if all the character’s lives are exhausted and<br />

the player has not reached a “save point” further into the level.<br />

The point at which you place your hero actor or actors (for multiplayer <strong>game</strong>s) becomes<br />

the origin of action. There is a natural domino effect of action that occurs as<br />

the hero character traverses the level in any direction away from the start point.<br />

Different tools handle the placement of a hero character in different ways, but essentially<br />

you load the actor into the scene and define a physical starting position as<br />

the birthplace of your hero character. Often, the player is guided through a level or<br />

mission introduction and/or cinematic, and then the <strong>game</strong> scene cuts to the character’s<br />

wait-state animation, showing the hero character waiting to be controlled by the<br />

player. Maybe the character is folding his arms and tapping his foot.<br />

Characters often have several wait-state animations. Which wait-state animation<br />

is played can be controlled randomly so that the player sees a different one from time<br />

87<br />

Actors, Props, Items, and Camera Details

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