25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

� What is the trigger radius? (How far from the trigger will the player be when<br />

the trigger begins to spawn these creatures?)<br />

� What fields affect the spawns? (Are they repelled or attracted by the trigger?<br />

Do they dissipate away from the trigger randomly using a noise pattern? Do<br />

they disperse quickly as if searching for something and then return?)<br />

� What is the spawn’s motion path on birth? (Insects might fly, dart, and hover;<br />

birds could fly and flock together; fish might school together and cruise—<br />

here’s where we might use a command line to point the spawn to a behavior<br />

path or curve that will define their behavior over time. Usually, at its heart,<br />

the motion path is a linear or trigonometric mathematical function.)<br />

ENGINE SOLUTIONS AND<br />

THE UNREAL ENGINE<br />

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

The Unreal <strong>game</strong> engine (www.epic<strong>game</strong>s.com) is a standout technology solution of<br />

choice for many <strong>game</strong> developers who build their own content based on Unreal technology.<br />

Choosing this development path has both advantages and disadvantages for<br />

developers. If a <strong>game</strong> developer uses a robust solution like the Unreal engine, which is<br />

constantly being enhanced and improved, the <strong>game</strong> developer can limit the amount of<br />

time and expense they would otherwise incur to develop their own <strong>game</strong> engine. This<br />

allows developers to take on <strong>game</strong> projects that might otherwise be impossible to complete,<br />

due to resource issues, if they had to create an original <strong>game</strong> engine from scratch.<br />

Using a licensed engine, like Unreal, works best when the <strong>game</strong> project you wish to<br />

pursue is compatible content-wise with what the Unreal engine is designed to create. If<br />

you’re building a first-person arena shooter, Unreal is a natural choice and a natural fit.<br />

If, on the other hand, you’re building a combat racing <strong>game</strong> or a sports combat <strong>game</strong>,<br />

using the Unreal engine isn’t such an easy choice. <strong>Game</strong> engines, by definition, are engineered<br />

to handle problems specific to certain genres. This is why having a complete and<br />

robust <strong>game</strong> engine brings obvious value to a developer. Which is a good reason, resources<br />

permitting, to build your own original engine. Tricky situation, eh?<br />

Developers in it for the long haul want the value and flexibility that comes with creating<br />

their own <strong>game</strong> engine for their own <strong>game</strong> projects. Once they have taken the<br />

<strong>game</strong> engine through to completion on a title, and it has become stable and reliable, engine<br />

enhancements can be made to keep it current, and new titles can be built around it.<br />

In terms of industry conformity, however, <strong>game</strong> engines are unique entities. As<br />

you move around from developer to developer, in essence, from engine to engine, you<br />

will find sizeable variations in the power, performance, support tools, and robustness<br />

among the <strong>game</strong> engines you encounter.<br />

This environment helps make using a solid <strong>game</strong> engine to begin with a solid choice.<br />

151<br />

Scripting Action Events

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!