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Ultimate Game Design : Building game worlds

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

324<br />

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

Early <strong>Game</strong> Setup Screen<br />

Figure E-2 is an example of a <strong>game</strong> management screen that allows players to join or<br />

create a <strong>game</strong> and to chat with other players in the <strong>game</strong> lobby while waiting for a<br />

<strong>game</strong> to begin. Ideally, you don’t want to embed physical screen window sizes or backgrounds<br />

into the screen graphics. If you do, they become more difficult to change.<br />

Instead, as best you can, you will want to allow these sizes to be tuned for optimum<br />

balance on the screen. As you might imagine, there are often one or two screen<br />

categories that simply require more display room by their very definition.<br />

<strong>Game</strong> Details<br />

The example shown in Figure E-3 demonstrates an early version of a <strong>game</strong>-detailing<br />

screen. Once a player has created a <strong>game</strong>, many <strong>game</strong> settings, like a player’s choice<br />

of home stadium, <strong>game</strong> length, and/or several <strong>game</strong> conditions, can be adjusted<br />

FIGURE E-2<br />

Clubhouse/<strong>game</strong> setup

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