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Ultimate Game Design : Building game worlds

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FIGURE 6-5<br />

Display message using a trigger<br />

C H A P T E R 6<br />

Now, let’s take a look at a selection of common trigger types. Again, trigger types<br />

can be built or custom-defined for your own <strong>game</strong>play purposes.<br />

Fearthis<br />

A “fearthis” trigger can be used to create “suction spots” where enemies fear to<br />

tread. You might use a “fearthis” trigger next to a large idol on your map—an idol of<br />

a hostile deity that causes fear in the heart of your enemy. This kind of trigger can be<br />

radius-driven so that enemies will not come any closer to the idol than defined by the<br />

“fearthis” radius properties (for example, within a 12-world-unit radius). For<br />

<strong>game</strong>play, these areas can be used as a safe spot or a recharge point for the player’s<br />

character. Fighting might take place in spades outside the vicinity of such an idol with<br />

a “fearthis” trigger.<br />

Players can take cover near the idol and use it as a free zone since some enemies<br />

(those set to respond to “fearthis”) will not enter the “fearthis” radius. You might<br />

use this trigger with a command-line script (like the previous sine wave attack example)<br />

to play a “fear or cower” animation when enemies reach the “fearthis” trigger<br />

boundary or radius. The behavior result is that when these enemies encounter the<br />

trigger while chasing you, they begin to cower (cover their face with their arms,<br />

afraid to even see this idol) and flee (as one possible example).<br />

145<br />

Scripting Action Events

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