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Ultimate Game Design : Building game worlds

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

42<br />

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

As the stubbing phase comes to completion and the level starts to get locked down,<br />

we will want to start implementing collision events as well. When a character walking<br />

on flat terrain collides with a step, for instance, a collision event occurs. We’ll<br />

want to use this event to trigger that character’s stepping animation, for example. On<br />

the same event, we might also want to trigger a door slamming shut. Typically, dependent<br />

on your engine and toolset circumstances, you set or paint collision fields<br />

that generate data for the programmer.<br />

Hazard areas like fire pits, bubbling oil pools, or acid pockets need to be checked<br />

for scale and flow. Are these environmental features working out in the transition<br />

from concept to execution? This is what you’re checking. There’s next to zero play<br />

going on right now, so it can be hard to tell. Later on, in play testing, these areas will<br />

need to be adjusted to build the perfect play setting. You’ll learn more about the play<br />

test sequence in Chapter 7.<br />

Keeping the Big <strong>Game</strong> Picture in View<br />

Maybe you’re building out or stubbing golf courses for a golfing <strong>game</strong> or working on<br />

a new vehicle-based combat <strong>game</strong>. Then again, maybe you’re working on an FPS set<br />

during World War II or in the Old West. In all of these cases, it’s important to keep<br />

the big <strong>game</strong> picture in view. Literally.<br />

In other words, it’s important to cross-reference your concept drawings, <strong>game</strong><br />

heartbeat, and <strong>game</strong>play notes. Typically, of course, you’re working from a <strong>game</strong> design<br />

document, which is the roadmap and “detail skeleton” for your <strong>game</strong>. It details<br />

the purpose, functionality, and approach to execution for your <strong>game</strong>. (Appendix A<br />

provides some reference information on design documents.)<br />

Assuming that we have a well-crafted design document in place and have just completed<br />

building out our first level basics, how do we keep the big <strong>game</strong> picture in<br />

view? It is largely a matter of mental exercise. By starting with smaller sections of<br />

your level at first, using your documentation and reference material as a launching<br />

pad, try to picture in your “mind’s eye” the <strong>game</strong> playing right there in front of you as<br />

you intend it to. Start with only a section of your <strong>game</strong> if it seems easier, and really try<br />

to flesh it out in your mind. Take more <strong>game</strong>play notes. Share them, and refine them,<br />

with your team. Remember, the process is all elaboration and refinement!<br />

Picture in your mind the kind of character and environmental interaction you’ve<br />

been talking about, dreaming about, and obsessing about with your team or on your<br />

own. Try to see the defining <strong>game</strong>play itself. Is it a defensive mechanic? (For example,<br />

guard this pile of loot.) Is it a puzzle mechanic? (Work with these logical or physical<br />

limits to accomplish a solution.) Is it an offensive/defensive mechanic or <strong>game</strong> operation?<br />

(Attack enemy 1 and enemy 2 while protecting your pile of loot.) Work at it<br />

hard enough and you’ll have a “That’s how it will work!” moment. It’s an exciting<br />

moment. Wonderful. Visualize how it will work. Try to visualize how the play mechanic

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