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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

90<br />

U L T I M A T E G A M E D E S I G N<br />

sections in your world can be tunneled through. You simply can’t predict where the<br />

player will choose to do it! This is why many <strong>game</strong>s have taken the approach of allowing<br />

only certain sections (identified visually for the player with special markings<br />

or details) of level geometry to be destructible by the player. In that way, you do<br />

know where a player will be able to blow a hole in the wall, and you can play-test for<br />

it and build and stage your scenes around it.<br />

Enemy Hazards and Blind Data<br />

An area related to setting up enemy actors involves setting up “enemy” hazards. Hazards<br />

can take many forms: lava pools, acid pits, boiling hot generators; we’ve seen<br />

each of these in many <strong>game</strong>s. We want to be able to determine and edit how lethal<br />

these hazards are to our hero characters, or to any characters we want affected or injured<br />

by a hazard. This is often accomplished using what’s called blind data.<br />

We can tag or mark areas or items in our scene with blind data that is then exported<br />

from our art package and read by our <strong>game</strong> engine. We can create blind data<br />

definitions in the blind data editor of our 3-D package of choice. Usually, we give the<br />

blind data a name and ID number like Damage024. We might take Damage024 to<br />

mean “lava pool surface damage.” We might be even more specific and create a blind<br />

data type of lava_pool_d024. It’s important for your team to have file and data type<br />

naming conventions (agreed-upon file-naming rules) so that everyone can understand<br />

a type by looking at its name.<br />

We also want to attach the blind data to construction elements in the scene, like<br />

polygon faces, vertices, or objects. For our lava pools, we want the lava pool surface<br />

to deliver damage, so we will attach our blind data to polygon faces (which make up<br />

the lava pool surfaces.)<br />

Next, we can associate our Damage024 blind data with a paint color. Usually, it’s<br />

best to try to keep these consistent by type. For example, try to use similar colors for<br />

similar kinds of damage (such as surface damage = red, items that cause damage = orange,<br />

and so forth).<br />

Figure 4-2 shows the blind data editor open with selected faces being “tagged” or<br />

marked to be associated with our damage type of Damage024 (lava pool surface<br />

damage in our example). We can then customize the values of the tags we have set<br />

down or painted on polygon faces. We can edit them to cause more or less damage to<br />

our hero character on contact.<br />

NPC Actors<br />

In previous chapters, you have seen nonplayer character actors used in <strong>game</strong>s in a<br />

number of ways: to tell backstory points and prompt the player along a certain pathway<br />

through the <strong>game</strong>; to serve as a reference point; or to teach players <strong>game</strong> controls<br />

and reveal specialties. More commonly, NPCs are becoming part of the minute-

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