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Ultimate Game Design : Building game worlds

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Shift, Doppler, 76<br />

Shoot trigger, 144<br />

Shooter flying patterns, 141–143<br />

Sight, line of, 146<br />

Simulation-oriented <strong>game</strong>s, design backbone for, 124<br />

Simulation versus fantasy, 110<br />

Simulations, 123–124<br />

Simulators are unit-intensive, 123<br />

Sites<br />

industry-related, 288<br />

job, 289<br />

Sizing considerations, scale and grid, 28–30<br />

Sketches<br />

utilizing environmental references and, 4–5<br />

working from topographic, 33–34<br />

Software, support, 320<br />

Sound editing tools, 299<br />

Spawn point, 87<br />

Special-case cameras, 97<br />

Sports fans or groups and MMOGs, 203–206<br />

Sports <strong>game</strong>s, 109–112<br />

Spotlights, 60<br />

Sprite defined, 72<br />

Stadiums, baseball, 330–332<br />

Staging, layout and, 318<br />

Static props, 92<br />

Stock point, 7<br />

Story; See Backstory<br />

Strategy, players using complex, 119<br />

Structures, general MMOG, 194–197<br />

Stubbing considerations, post level, 38–45<br />

Studio breakdown, <strong>game</strong> development, 276–282<br />

Studios, opening independent <strong>game</strong>, 274–276<br />

industry economics, 276<br />

joining <strong>game</strong> developers, 276<br />

Suit, motion-tracking, 109, 110<br />

Summary, quick topic, 309–320<br />

Support software, 320<br />

T<br />

Tables, character-unit, 117<br />

Tasks, impact of play-test feedback on daily<br />

design, 178<br />

Team focus, 320<br />

Technical departments, 281<br />

Technology choices, scripting, 137–140<br />

JavaScript sample, 139<br />

I N D E X 345<br />

Perl sample, 140<br />

Python sample, 140<br />

Visual Basic sample, 139<br />

Templates, NPC conversation, 140–141<br />

Terrain, adapting architecture and, 39–40<br />

Test plans, writing, 172–173<br />

Testing, 319<br />

doorways, 282–283<br />

feedback, 7<br />

MMOGs, 171<br />

Testing services, outsourced, 290<br />

Textures, 14–15<br />

Texturing, 53, 64–67<br />

3-D<br />

construction for Web, 299<br />

modeling packages, 296<br />

Titles, defining, 189<br />

Tools<br />

3-D construction for Web, 299<br />

3-D modeling packages, 296<br />

art, 297<br />

discussed, 295–301<br />

<strong>game</strong> dynamics libraries, 300<br />

introducing children to <strong>game</strong> design, 301<br />

level editing, 297–298<br />

middleware, 298<br />

MMOG box solutions, 301<br />

motion tracking, 300<br />

production, 298–299<br />

production tools, 298–299<br />

programming language for console/PC, 300–301<br />

scripting languages, 300<br />

sound editing, 299<br />

summary of designer’s work, 128<br />

wireless development, 301<br />

Topic summary for designers, quick, 309–320<br />

Topics, recommended, 292–293<br />

Topographic maps, quick, 13–17<br />

effects, 16–17<br />

props, 15–16<br />

scripted events, 17<br />

textures, 14–15<br />

Topographic sketches, working from, 33–34<br />

Toy networks, wireless, 226–227<br />

Toys and card <strong>game</strong>s go online, 249<br />

Toys, challenges for PC, 245–246<br />

Tracking, motion, 300<br />

Triggers, 144–150<br />

audio, 149<br />

counter, 148

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