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Ultimate Game Design : Building game worlds

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times a trade-off occurs between using a sprite effect and using a particle effect. If the<br />

sprite effect looks convincing, you can save some processing power by choosing to<br />

use it over a similar particle effect. If the sprite effect simply doesn’t look right, you<br />

might be forced to build the effect in particles, or to not build the effect at all.<br />

There are even emitter types that emit sprites instead of particles. The sprites behave<br />

like particles. These are less processor-intensive and can still be used to create<br />

interesting effects, like magical spells.<br />

Figure 3-13 is an example of building a magic effect using sprite particles from an<br />

emitter attached to the drone insect. You can see clearly from the bitmap outlines<br />

that these are sprites being emitted in the animation sequence.<br />

As you build up your environments, you will introduce props into your scene via<br />

file referencing. Maybe one of your props will be a warrior skull and a faction flag<br />

mounted on a pike weapon. These props might be scattered about and stuck into the<br />

ground to warn players that the enemy is near.<br />

You’ll want all of your props to fit the visual style of the <strong>game</strong> you’re creating. You<br />

accomplish this by doing crafty, low-polygon modeling and making great use of textures.<br />

A particle effect added to a prop can make it stand out from the others and say<br />

something. Plus, it just looks so cool! Maybe you would like to create a sinister magical<br />

glow on a totem at the center of your pike props. The point is that you can add<br />

visual detailing to your props by using particle effects efficiently. Try using them as<br />

FIGURE 3-13<br />

Sprite emitters for effects<br />

C H A P T E R 3<br />

73<br />

Lighting, Texturing, Particles, Effects, and Audio

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