By John Harold Feil, Marc Scattergood
"Beginning video game point layout" is geared toward readers who are looking to find out about the construction of video game environments and the regulate of online game play, recognized within the video game improvement as "level design". It provides an outline of the abilities required to provide top of the range degrees and teaches readers the elemental makes use of of numerous genre-specific instruments alongside the way in which. It makes a speciality of key themes, together with layout aesthetics, familiarization with the elemental instruments utilized in point layout, what makes "good degrees" and the way to create them, and explains how readers can move those new abilities right into a activity as a degree fashion designer. the writer takes a step by step educational method of instructing the extent layout suggestions genre-by-genre. providing readers a special price, this e-book covers the fundamentals of point layout with out focusing strongly on one unmarried software program platform or product.
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Additional resources for Beginning Game Level Design (Premier Press Game Development)
In today’s games, the standard method of keeping the player from getting bored is to ramp up the level of challenge incrementally, keeping him on his toes as he faces greater and greater adversity. In many games, growth in the player’s abilities is aided artificially as the player’s character grows more powerful. In many FPS games, the player gets access to more and more powerful weapons and armor as the game goes on. RPGs do this as well, and they also allow character growth, making the character progressively stronger and more resistant to damage.
An island, with islandish stuff: ■ Trees ■ Bushes ■ Sand ■ Rocks ■ Cliffs ■ Briar patches ■ Bogs Wildlife: ■ Birds ■ Boars (for that Lord of the Flies touch, as long as I’m being literary) Example: Prospero’s Island Character models: ■ A Prospero model ■ An Ariel model ■ A Caliban model ■ Zombie models ■ A player model Object models: ■ Weapons! Architecture models: ■ Prospero’s house ■ Caliban’s cave That seems to be everything I’ll need. There’s probably more, but this is good for the purposes of this chapter.
Basically, hubris will make you a jerk and a bad game designer. As I said at the beginning of this chapter, creating games is all about entertaining others. Never forget that. Try to stay above the fray and concentrate on making the best experience you can. Avoid hubris. If You Aren’t Having Fun, the Game Won’t Be Fun You can’t make a worthwhile game unless you’re having fun doing it. If you dread working on your game, it probably won’t be very fun. Even if you do manage to finish it, what’s the point?