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Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

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

40<br />

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

by hand. This is a killer. However, with file referencing on my side, I can adjust just<br />

one pagoda—the file referencing definition file for “pagoda”—and all 20 pagodas<br />

will be updated on the map. Wow! Much better.<br />

Another example: suppose that I want to stamp terrain sections of a certain kind<br />

all across my map or level. Maybe I have a terrain stamp with some rock outcroppings<br />

on grass where the rocks are of a given height. Suppose I’ve used the stamp 43 times<br />

in my current level. What if I want to change the height of the rock outcroppings<br />

based on a <strong>game</strong>play decision? Maybe a character needs to get over them in a few instances<br />

and they are currently too tall on the grid to allow a character to step over<br />

them. Wouldn’t it be nice to adjust just those few and not have to do it by hand? I can<br />

make a unique file reference and do the task much more quickly!<br />

Checking Character Flow Throughout a Level<br />

Character flow refers to how well a character fits into the environment. Can the character<br />

navigate steps, ladders, and jumps and reach switches? Are hazards or props<br />

coming together in scale with a character’s size and abilities?<br />

Once you have your basic level layout complete, you’ll get to move a block<br />

around. Just kidding. Not really. Depending on your production planning, you may<br />

be moving around a 128-unit block (based on your grid settings) because the animation<br />

system support for the <strong>game</strong> engine is not yet complete, or character animation is<br />

not complete, or a combination of these factors. That’s okay.<br />

What we’re now looking for as we move around throughout the level are any fundamental<br />

problems. Are there pure geometry errors? Is the construction “clean” (has no<br />

redundant or unnecessary geometry)? Can we simplify anything? Can we do something<br />

smarter, smaller, or cleaner? We’re doing early checking for feel and overall<br />

scale. Are the pagodas and ponds the right size relative to our characters? They should<br />

be close, if we did solid grid planning. Still, there may be some changes required.<br />

Do our transitions between interior and exterior spaces work out correctly? Did<br />

we forget about any pieces that we need to end or terminate a physical feature in the<br />

level or map? That lava has to flow somewhere, so where and how does it end? It<br />

doesn’t just stop at the edge of the paper like it did on our topographic sketch! We<br />

may need to add some transition pieces here to our construction set.<br />

Undoubtedly, our character or vehicle is going to do things in the environment,<br />

right? We want to start looking at these actions early on. The character might use<br />

door switches and will probably perform a wide array of interactions with the environment.<br />

Part of our grid system details should define at what unit height these operations<br />

occur. This is design information for the whole team that must be followed.<br />

Other designers might be building other levels, but door switch height, for instance,<br />

must be common to all. What unit height are drinking fountains in the world? At<br />

what height should a ladder be placed from the ground in order for a character to be

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