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.

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

154<br />

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

How will a drag-and-drop construction system with immediate scripting power<br />

(right-clicking an actor in a scene not just to set but to “define” new behaviors) come<br />

together into one technology solution? It may very well end up being a per-genre solution.<br />

Remember that there is another sizeable problem to deal with: by definition, each<br />

genre <strong>game</strong> has its own unique construction and script facilitation requirements.<br />

Some very nice efforts in this direction have been made by several developers to<br />

date. However, I’m not sure that very many in the industry would agree that any one<br />

of these systems approaches the kind of power and extensibility I’ve suggested here.<br />

CASE STUDY COMMENTS ON<br />

SCRIPTING A BASEBALL GAME<br />

If you’re lucky, you will come into a <strong>game</strong> development situation during the planning<br />

phase. This is always a benefit since it’s the best way to develop a real sense for the<br />

history of a given project in terms of the challenges and expectations for the <strong>game</strong>.<br />

It’s important to make sure that your team deliberates upon <strong>game</strong> tool considerations<br />

as early as possible in the development cycle, rather than as addendums to other<br />

forms of ongoing <strong>game</strong> development that have a way of charging forward with little<br />

or no consideration for <strong>game</strong> tools.<br />

Unless your team plans carefully for a substantial script and trigger system, you<br />

probably won’t get one. Programmers, facing constant time and functionality challenges<br />

already, will simply code <strong>game</strong> agent behavior functionality themselves deep within<br />

the actor code of the <strong>game</strong> engine. “Exposing” these variables (or making them available<br />

to a script system) adds complexity, planning, and execution requirements. There are<br />

cases in which a complete scripting system is unnecessary. In those cases, it might be<br />

easier to make edits directly in the <strong>game</strong> code itself. The determining factor should<br />

rely on whatever serves the needs of the <strong>game</strong> title the best.<br />

However, most modern titles are both large in scope and potentially expandable<br />

(with add-on levels or mission packs, sequels, or subscription <strong>game</strong> delivery). Script<br />

systems regularly prove to be necessary and valuable undertakings to support the<br />

creation of current titles and should be flexible enough to account for future development<br />

needs. Keep in mind that it is often difficult to determine how to best manage<br />

and orient your scripting needs for future projects. Different <strong>game</strong> genres and styles<br />

require unique and particular scripting system support.<br />

Once the design details for your title are established and basic design/feature<br />

lockdown has taken place (no new major elements can be added), your <strong>game</strong>play<br />

goals at the concept level should be very clear. You will need every bit of this clarity to<br />

build a script system. If you are still defining your <strong>game</strong> details, don’t waste resources

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

Saved successfully!

Ooh no, something went wrong!