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Ultimate Game Design : Building game worlds

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

30<br />

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

build our environmental support for <strong>game</strong>play with constant reference to the grid<br />

system we have chosen. Developers should agree and lock down grid information<br />

early on. Otherwise, massive amounts of level reworking, which no one can afford,<br />

may be the result. It’s important to remember that your design document should detail<br />

every action/object interaction.<br />

Your action/object interactions will become part of your grid system guidelines.<br />

Most importantly, perhaps, the prefabricated pieces that form our level construction<br />

sets must be built according to the accepted grid system.<br />

Avoiding Common Level Mistakes<br />

Many types of maps and levels are built these days, including:<br />

� Single player (player versus computer)<br />

� Co-operative (two or more players in collaboration)<br />

� Deathmatch (player versus player)<br />

� Variations on capture the flag (player versus player or team versus team)<br />

Each of these level types has several design nuances, many of which are still being<br />

explored. Before we begin to build out a level, let’s take a quick look at some common<br />

mistakes that are made when building levels. These are generalizations only,<br />

and may not be a mistake in every case.<br />

� Hasty dead ends Dead ends that suddenly and/or inconceivably “halt” the<br />

flow of the level.<br />

� Awkward room flow Room-to-room transition that just doesn’t work.<br />

Don’t make your whole level a series of hospital rooms next to each other<br />

with a hallway down the center. Going endlessly in and out of cramped<br />

spaces is no fun. Plan your space-to-space transition carefully. Be mindful of<br />

it. Make sure that you provide variety for your player. Help guide the player<br />

through small to large spaces, small to medium spaces, medium to large spaces,<br />

and so forth. Offer up many kinds of space transition in your levels.<br />

� Using every enemy or power-up at once Just because you can use everything<br />

at once doesn’t mean that you should. Generally, you want to pace the use<br />

of your enemies. Use enemies dramatically. Allow for anticipation to build.<br />

It’s not exciting if your player sees every enemy available up front. Having as<br />

many enemies as possible onscreen at once is not the point. Using enemies to<br />

build fear in a player, for instance, and create interesting play scenarios is<br />

closer to the point.

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