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Ultimate Game Design : Building game worlds

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

118<br />

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

You can see that the table specifies a character’s common traits with numbers you<br />

can alter (shift up or down) if need be. For an RTS, you will build tables to specify in<br />

great detail your characters, vehicle offensive and defensive abilities and dependencies,<br />

resource system dependencies (for example, gold, water, oil, gas, wood, spice),<br />

general weapons abilities, research systems, trade systems, political relationships,<br />

and so forth.<br />

You might have a similar table to define a unit vehicle—let’s say it’s an armored<br />

troop transport. You’ll need concept art and a description of this vehicle. It might<br />

have three flavors: Standard, Super, and Mega. It might have both a projectile<br />

weapon and radius weapon. It will have a certain number of hit points (places where<br />

it’s able to take damage) and a certain armor rating. It will have a certain capacity to<br />

carry troops. Every single unique unit requires definition. It will look different as a Mega<br />

transport then as a Standard transport.<br />

Once the unit definitions are solid, you will want to describe unit behavior. Okay,<br />

we know something about the units—now what do they do? Do they auto-fire if an<br />

enemy is detected? Do they seek something? What do they seek? What is their default<br />

movement pattern? Can it be altered by the player? How can it be altered? How does<br />

this impact code and interface?<br />

Carrying through with our troop-transport example, we need to determine this<br />

unit’s mobility (for example, it drives from point A to point B; it can be set on patrol<br />

on a square or circular perimeter; and so forth). Also, our troop-transport vehicle has<br />

a projectile and radius attack. How do they work? Is it just a straight projectile? Does<br />

it heat-seek or curve in flight? From how far can it attack (how many grid units can it<br />

cover)? Can this projectile weapon be enhanced? How? We need answers to similar<br />

questions for the radius attack. Is it a ring or “shockwave” attack? What does it look<br />

like? How far does it extend or how many grid units will it cover? Can it be enhanced?<br />

How? If these are rechargeable weapons, how are they recharged? Does the<br />

unit have to return to a resupply base? Will a resupply droid fly in and recharge the<br />

unit? Is the “fly in” automatic or initiated by the player? Now we need to go through<br />

a similar process to define and describe the resupply droid.<br />

These are just a few of the many questions to answer in starting to define unit<br />

behavior.<br />

There is plenty of information coming at the player in an RTS. What’s the state of<br />

my units? What’s the state of the enemy’s units? What’s the state of that particular<br />

unit (the one that’s on fire)? Likewise, players are able to direct large amounts of information<br />

back at the <strong>game</strong>. Go build this. Try and protect that. Harvest this resource.<br />

Patrol this area. Are the trade routes open? Are my fishing vessels sinking?<br />

You get the idea. How does this information flow back and forth between the player<br />

and the <strong>game</strong>? It flows via the interface.<br />

The <strong>game</strong> interface is the operational shell that surrounds the <strong>game</strong>. <strong>Building</strong> an<br />

interface that is sleek-looking, comprehensible, and powerful is not easy. Certain

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