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Ultimate Game Design : Building game worlds

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

92<br />

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

We still use boss actors, they’re just not necessarily at the far right-hand side of the<br />

screen anymore! In 3-D <strong>game</strong>s, we still use minibosses and bosses all the time.<br />

Minibosses can be used to accent certain high-octane parts of a level or mission.<br />

Maybe one level is a battle through an order of vampires in their infested lair, and defeating<br />

their leader is a miniboss experience. <strong>Ultimate</strong> bosses are still used as an action<br />

highpoint, a <strong>game</strong> climax, and the capstone to your experience in the <strong>game</strong>. They<br />

are handled just like any other actor, except that they tend to be greater in size and<br />

ability than anything you’ve seen previously in the <strong>game</strong>.<br />

Making great boss actors that behave in interesting and challenging ways depends<br />

on the power of your script pipeline. In other words, your script system must be dynamic<br />

and powerful, and your <strong>game</strong> engine must be able to read and convert edited<br />

scripts into action.<br />

TYPES OF PROPS AND THEIR USE<br />

Props are used functionally in many ways throughout our <strong>game</strong> scenes. Any item or<br />

artifice that litters or populates your <strong>game</strong> environment is a prop. There are three basic<br />

categories that props tend to fall into:<br />

� Static props Props that don’t change and can’t be damaged, such as tables<br />

or chairs in a bar scene, or cots, toilets, and sinks in a prison cell scene. They<br />

just litter the world to make the <strong>game</strong> look (hopefully) more real in the ways<br />

you want it to. Environments not only have furniture pieces, but also have<br />

debris, clutter, and disarray.<br />

� Damageable props Props that have multiple potential states in the<br />

environment. They are not static; they change dependent on circumstances.<br />

For example, a potential damageable prop is a ceiling support column. If it<br />

can be destroyed and reduced to rubble (by a rocket, for example), you need<br />

a particle effect (dust clouds), a destruction animation of the column collapsing,<br />

and a new final state for the column (chunks of the column on the ground).<br />

This prop, when shot, transforms from a solid state to a collapsed state. Think<br />

of the hundreds of examples of damageable props in the <strong>game</strong>s you’ve played:<br />

boxes shredded to splinters, gas cans exploded, and so on.<br />

� Scripted props The most complex props, since they generally require<br />

everything damageable props require and more. Let’s say we’re going to<br />

shoot an alien incubator with a gelatinous beast in it. We want this event<br />

to provoke outrage and begin an attack on the shooter. We need everything<br />

required for a damageable prop (glass explosion particle effect, broken<br />

incubator, dead beast), and we also need to write a script to create the onset<br />

of the resulting attack.

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