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Ultimate Game Design : Building game worlds

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

122<br />

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

Just as a reminder, “first person” refers to viewing the <strong>game</strong> from your character’s<br />

own eyeballs, and “third person” refers to viewing your entire character’s body as if<br />

disembodied (for example, the common “chase” camera view that follows your<br />

character around).<br />

Here’s a summary of the design factors for first- and third-person titles:<br />

� Modeling- and texturing-intensive<br />

� Level detailing requirements increasing<br />

� Require heavy bot and script refinements<br />

� Performance-intensive<br />

Plenty of modeling is required for the large number of characters and props that<br />

populate most first- and third-person <strong>game</strong>s. Depending on the complexity of the<br />

in-<strong>game</strong> models required (all optimized into low-mid polygon versions) and how<br />

your engine handles level of detail implementation, there is a considerable amount of<br />

custom modeling work to be done for these <strong>game</strong>s. They also require plenty of texture<br />

work to make eye-popping characters and environments. Level of detail (LOD)<br />

implementation is the process of displaying a higher-resolution model of a character<br />

when the camera is close to a subject, and a lower-resolution version at a greater distance<br />

from the camera.<br />

In some of the current titles, animated textures and multitexture surfaces are helping<br />

to create effects like light bouncing off a pool of water in motion. You can also see<br />

some bump-mapped surfaces that give depth to a surface area (for example, wall<br />

etchings or the unevenness of a brick wall surface).<br />

Level detailing requirements are increasing regularly. There is more emphasis on<br />

complex lighting and animated lighting. There are much more sophisticated props.<br />

Many of these “landmark” props require custom particle-effect elements, too. For<br />

instance, it used to be enough to have a statue of Horus as a landmark in your Egyptian<br />

city level. Now, Horus needs lightning emanating from his eyes at regular intervals,<br />

burning the floor before the player’s very eyes. Chances are, you’ll have to play<br />

around with both the look and the behavior of the lightning effect for some time before<br />

it works right and looks fantastic.<br />

Bots, computer-controlled players, have improved their “abilities” in recent<br />

years. This is due to the hard work on the part of developers in building complete behavior-scripting<br />

systems, and then working with those systems to try to “replicate”<br />

some of the more advanced playing styles of advanced first-person shooter players.<br />

While not perfect, the results are very impressive.<br />

Many of the operations that help build <strong>game</strong>play in these titles depend on triggers<br />

and scripts. It regularly takes very long hours and many work passes to achieve the<br />

kind of prop behavior or action element you desire. This affects design, because

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