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Ultimate Game Design : Building game worlds

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FIGURE 5-2<br />

Sample spreadsheet entry<br />

C H A P T E R 5<br />

list. You will probably want to consider planning a “make-up” session to capture<br />

moves that were omitted, changed, or replaced from your initial capture sessions.<br />

A large part of the “feel” of a great fighting <strong>game</strong> is in the <strong>game</strong>-controller processing;<br />

namely, how quickly button presses “fire off” or “translate” into controlled<br />

fighting moves. The <strong>game</strong> controller gets “scanned” for input by the <strong>game</strong> engine repeatedly<br />

many times per second, and building flash fighting response times often comes<br />

down to tuning the controller and animation handler code to minimize any lag in<br />

move execution. Fluid fight character control becomes a performance-engineering issue<br />

for the <strong>game</strong> code as it reads in controller input and translates this information<br />

into character movement. Next comes animation tuning in making sure that fighter<br />

model animation transitions (from one move to another, such as from a fighting<br />

stance to a torso grab) can be made without interference, dropped frames, or bad animation<br />

“hook-up” transitions (how motions end and begin; how they flow one into<br />

another).<br />

Fight arenas have expanded in modern fighting <strong>game</strong>s from the very popular<br />

fixed-view scrolling fighters, to fight <strong>game</strong>s within complete environmental arenas<br />

built upon more elaborate camera systems and environmental interaction. This has<br />

opened up the physical fight space and made fight <strong>game</strong>s seem much “larger,” but it<br />

has also made new demands on background resources, challenging artists and designers<br />

to create a wide variety of compelling fight arenas. Fight arenas now allow for<br />

fighting characters to “wander” through the scene from area to area as the fight progresses.<br />

This has compelled designers to build up far more sophisticated fight scenarios<br />

incorporating multi-area fight scenes, weather effects, and so forth.<br />

Fighting performance has become more complex, while staying true to the idea of<br />

multibutton combo attacks and unique character abilities. Fighting strategy has continued<br />

to challenge players to “last through the long round” as they must learn to balance<br />

high-power attacks with life energy loss and damage taken over ever-larger<br />

fighting fields. Fighter characters are capable of large numbers of attacks, each of<br />

which must be polished for performance.<br />

Grabs, throws, weapon use, and special-case moves must be carefully planned as<br />

their execution on opposing characters can be tricky when you have characters of<br />

113<br />

<strong>Design</strong> by Genre

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