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Ultimate Game Design : Building game worlds

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C H A P T E R 2<br />

� Props What props are present? Are they static or can they take damage?<br />

How to behave?<br />

� Hazards Define all hazards. Open graves? Collapsing trees? Electric fences?<br />

� Puzzles What puzzle efforts will be required of the player, if any?<br />

� Enemies Which enemies will populate this level? How do their abilities<br />

mesh with the environment?<br />

� Nonplayer character (NPC) involvement What NPCs are present? What is<br />

their function and purpose?<br />

� Power-ups and collectibles Which power-ups and collectibles are present?<br />

What is their function and purpose?<br />

� Effects considerations What kinds of visual effects will be present? Disease<br />

clouds? Altar glows?<br />

� Sound and music How will sounds, ambiance, and music be used to<br />

support play?<br />

� Script lists What scripts will be required for the level or mission?<br />

� Artificial intelligence (AI) considerations What tricky “behaviors” will the<br />

player encounter in single-player mode?<br />

� Network or multiplay aspects What must the design account for to support<br />

network or multiplayer modes?<br />

� Team guidelines Establish grid size and workflow procedures.<br />

� <strong>Game</strong>play notes Collect notes and ideas from team brainstorm sessions.<br />

This list seems like quite a bit of information to settle, and it is. In the end, success<br />

depends on having a roadmap that helps you know where you’re going with a <strong>game</strong>.<br />

Once you’ve tested and refined your level ideas on paper and have done your design<br />

document work, you are ready to begin the level planning and layout process.<br />

The planning phase will help you lock down design and technical details, while the<br />

stubbing or layout phase will help you to bring out the rough and basic form for your<br />

level or mission. This chapter examines a number of workflow considerations for<br />

taking your ideas from concept toward execution.<br />

With adequate planning, the idea is to begin to translate your topographic map<br />

and reference drawings into basic mesh or geometry form. This allows you to begin<br />

to test, at an early stage, most of your level’s basic properties, like scaling, sizing, and<br />

jumping requirements for an action title.<br />

Again, as discussed in Chapter 1, it’s important to have a starting point and to have<br />

tested your ideas on paper. Don’t begin by building blind geometry. Utilize reference<br />

25<br />

Level Planning and <strong>Building</strong>

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