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Ultimate Game Design : Building game worlds

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FIGURE 4-2<br />

Blind data editor<br />

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

to-minute action. NPCs can partner with players to achieve limited objectives. They<br />

can become an ally through a single-player <strong>game</strong>.<br />

NPCs are put into a scene just like any other actor. Their model, texture, and animation<br />

data is loaded and created at a spawn point. Their properties, hostilities, and<br />

abilities can be set as attributes. Their behavior can be extended by a control script (a<br />

script that defines their behavior) or handled programmatically. Getting an NPC to<br />

behave in the way you intend, and perform the role you have envisioned, normally<br />

comes down to plenty of script writing and tweaking or editing. We’ll look at this<br />

more closely in Chapter 6.<br />

Boss Actors<br />

A boss is a “payoff” bad guy. The boss idea comes from the days when <strong>game</strong>s were<br />

rigidly level-driven, and the payoff for completing a <strong>game</strong> was defeating the ultimate<br />

boss or ultimate bad guy. Beating smaller bosses (minibosses) was a form of smaller<br />

payoff as players made their way through the <strong>game</strong>.<br />

91<br />

Actors, Props, Items, and Camera Details

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