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Ultimate Game Design : Building game worlds

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

162<br />

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

AF: It varies based on the context and goal of the behavior, but it generally starts with defining<br />

what the ultimate goal is and expanding from there. As many situations as possible should be thought<br />

of, and what the most optimal actions would be in those situations, until a fairly complete mapping<br />

can be constructed. Then these situations will be play-tested and the actions adjusted until the best<br />

solution is found. An example would be making a unit look at the position, direction, and velocity of all<br />

other units around it to take an action. It might cause a forward in a soccer <strong>game</strong> to make a move up<br />

the middle of the field, or cause a soldier unit to shift its position in line with the other units.<br />

TM: What advice would you have for those with a technical fear of scripting?<br />

AF: Scripting can be technically challenging, but the only way to overcome technical fear of scripting<br />

is to delve into it and try to get a handle on it. It requires motivation and self-discipline to be able to<br />

learn enough about scripting to get over the initial hump, but there’s a lot of examples available online<br />

and many scripting engines available to work with.<br />

TM: What <strong>game</strong>s motivate and inspire you?<br />

AF: I’m a fan of <strong>game</strong>s that make the player think. One of my most favorite <strong>game</strong>s has been the<br />

Zelda series, which is to me the perfect combination of action, exploration, adventure, and puzzle<br />

solving. I’m not that interested in first-person shooters, or mindless action <strong>game</strong>s, but prefer a <strong>game</strong><br />

that puts the player in control of their environment and lets them choose what kind of activity they<br />

want to do.<br />

TM: Can scripting become more visual?<br />

AF: Perhaps a tool could be constructed that would allow a scripter to drag and drop script<br />

elements and see how that affects the <strong>game</strong> in a visual way. It would be a challenging tool to create,<br />

as the seamless interaction between scripting and a visual display would be a hard problem to solve.<br />

Scripting can likely never become completely visual, since most <strong>game</strong>s will require custom scripts, but<br />

default behaviors could be created that would be available in a visual library.<br />

TM: Are you excited by wireless <strong>game</strong>s?<br />

AF: I’ve been working with wireless technology APIs for a couple of years now and it’s been very<br />

exciting to finally see the phones come out that fully implement these APIs. The technology available<br />

today really only allows for limited <strong>game</strong>s, but the sheer amount of cell phones that are out there and<br />

that will be sold in the coming years will make it one of the most prevalent platforms available for<br />

<strong>game</strong> development.<br />

TM: Do smaller-scope <strong>game</strong>s often require scripting?<br />

AF: It depends on the type of <strong>game</strong>, but usually smaller <strong>game</strong>s will not require scripting. Smaller<br />

<strong>game</strong>s are usually written to run on more limited platforms, and since scripting languages generally<br />

consume a lot of memory, they are often inappropriate for smaller <strong>game</strong>s. There are some situations<br />

where scripting may be appropriate for smaller <strong>game</strong>s, especially if scripting means being able to load<br />

variables from external sources.

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