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Ultimate Game Design : Building game worlds

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your archway mesh, you can place archways all over your map and move them<br />

around like a construction set piece. This method is very useful when building up<br />

maps and levels.<br />

File referencing allows you to create plenty of detail and complexity by making efficient<br />

reuse of models. It is memory-smart, because once a referenced piece or model<br />

is loaded into memory, a <strong>game</strong> engine can place referenced models everywhere they<br />

are required, knowing how to draw the item in every instance based on the one instance.<br />

Go ahead, put the “archway” piece everywhere it is called for. Every piece is<br />

not utterly unique. Every piece has maximum reuse value, which we need for solid<br />

performance and for building up complexity.<br />

Step Five: Start Checking Layout Details<br />

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

After placing instanced items like archway pieces or columns with canopy pieces all<br />

over the map, your level geometry begins to take shape. You can follow your agreedupon<br />

grid system to make early positional adjustments and start to move a character<br />

or temporary character (sometimes just a cube the grid size of an upcoming character).<br />

At this point, you are mainly checking for sizing, scaling, grid issues, and bad geometry<br />

(parts of the mesh that have errors or can be simplified).<br />

GAME PROTOTYPING<br />

One of the biggest current challenges in <strong>game</strong> development is <strong>game</strong> prototyping. How<br />

do you test out or “prove” <strong>game</strong> ideas from concept to execution? These days, before<br />

proceeding with actual <strong>game</strong> development, <strong>game</strong> publishers require solid proof that a<br />

<strong>game</strong> idea is fun, engaging, extremely play-friendly, and commercially relevant.<br />

Publishers routinely require that <strong>game</strong> developers provide a sophisticated proof of<br />

concept (POC) that demonstrates a working version of their <strong>game</strong>. For most independent<br />

developers, preparing such a POC for submission to a publisher can involve<br />

substantial costs, and does not guarantee a publishing agreement.<br />

There is no easy and affordable solution for testing a <strong>game</strong> idea. For example, suppose<br />

your team is interested in building a 3-D isometric combat racing <strong>game</strong>. The<br />

simple <strong>game</strong> heartbeat might be to combine traditional racing with car-to-car combat<br />

in an isometric setting. A three-quarters or isometric camera view allows players<br />

to view entire sections of the track at once, perhaps laying down hazards to thwart<br />

their opponent, and gathering power-ups to cause havoc on the racetrack for everyone<br />

around them. How do you test this <strong>game</strong> idea? If you don’t have a complete <strong>game</strong><br />

engine which can be customized quickly, and even if you do, considerable resources<br />

at a substantial cost will have to be thrown at taking a <strong>game</strong> idea like this through to<br />

the complete POC stage.<br />

37<br />

Level Planning and <strong>Building</strong>

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