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Ultimate Game Design : Building game worlds

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

SCRIPT/EDITING SYSTEM CONSIDERATIONS<br />

As you can see, there is plenty of room for growth among scripting and triggering<br />

systems in <strong>game</strong>s. The practical considerations that constantly limit the growth of<br />

these tools are budgetary, schedule-sensitive, and resource-oriented (can you find<br />

exceptional programmers willing to devote themselves to tools creation—budget<br />

and schedule permitting?). Due to <strong>game</strong> complexity and scope for the current consoles<br />

and PCs, budgets are increasing slightly, while schedules for <strong>game</strong> content turnaround<br />

stay fixed.<br />

Quite understandably, to the benefit of the industry as a whole, players want new<br />

titles coming out regularly in their favorite series or as original <strong>game</strong>s. In addition,<br />

the demand for new <strong>game</strong> content grows rapidly with the wide success of consoles<br />

like the PlayStation 2, which has made it into a stunning number of homes around the<br />

world. These factors, combined with the burgeoning world of massively multiplayer<br />

online <strong>game</strong>s (MMOGs) and their own demands for regular sequel packs and updates,<br />

create a scenario where developers begin to live or die based on their ability to turn<br />

around well crafted content quickly.<br />

The grit and life-force of the <strong>game</strong> content itself is dependent on having robust<br />

scripting and construction tools in place. To date, a few developers have built very<br />

impressive scripting toolsets and abilities, but no one that I’m aware of has really<br />

offered up a unified solution. This solution would have to be part of an overall engine<br />

technology that is flexible enough to conform to the requirements of multiple developers<br />

and be widely used (licensed) throughout the industry.<br />

To meet some of the demands I’ve mentioned here, developers and publishers in<br />

partnership will have to make a considerable investment. If they wish to remain competitive,<br />

and be able to respond in a timely and opportune way to the purchasing<br />

power of <strong>game</strong>rs, they will need construction systems that allow content to be built<br />

and tested with maximum efficiency. This is both a problem and a goal for many developers<br />

right now.<br />

As discussed, a few of the summary features for a world-editing system include<br />

� “Snap” geometry construction (the ability to use construction modules or<br />

pieces, reuse parts efficiently, and add accessories easily)<br />

� Powerful animation blending (the ability to quickly generate tweens,<br />

in-between frames, for character, prop, and effects motions)<br />

� Extensive built-in or engine-ready effects editing to include character effects,<br />

prop effects, and custom environmental effects (weather)<br />

� Command-line editing (where useful) in actor and trigger definitions<br />

� Audio tagging (the ability to attach audio events to actors)<br />

153<br />

Scripting Action Events

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