Ultimate Game Design : Building game worlds
Ultimate Game Design : Building game worlds
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