TAILIEUCHUNG - Game Design: Theory & Practice- P16

Game Design: Theory & Practice- P16: My earliest recollection of playing a computer game was when I stumbled upon a half-height Space Invaders at a tiny Mexican restaurant in my hometown. I was perhaps six, and Space Invaders was certainly the most marvelous thing I had ever seen, at least next to LegoLand. | 428Chapter 21 Level Design At this point keep in mind that you are just creating the base layout for your level. You are not adding niceties such as lighting or texturing nor are you concentrating on making the geometry as pretty as possible. On this first pass you want to get the level to the point where the player can navigate through it and all of the locations the player will be able to go are accessible. This allows you to get a sense for whether the level s layout feels right. As game engines become more sophisticated the amount of time required to build a level increases dramatically. For example a professional level using the Quake III Arena engine will easily take weeks to complete. step 4. Refine Architecture Until It is Fun At this point you need to repeat step three until your level starts feeling good and navigating it starts to be fun. For instance if you are working on a first-person shooter you should experiment with navigating your character around the 3D world and see if the corners are fun to swing around if the jumps are of just about the right difficulty and if the areas come out at the size you had wanted them to. Take a look at the level as a whole and see if it makes sense and flows as you hoped it would. Once you actually spend time looking at and navigating the level as the player would instead of just fiddling with it in the level editor you stand a better chance of determining if your level is working out. If the level is not working out as you want now is the time to make changes until it does. Team-Fly Chapter 21 Level Design step 5. Base Gameplay Now that your level feels right in terms of player navigation it is time to start implementing the gameplay your level will use. Certainly you had the gameplay in mind through all of the steps of this process but now is the time to see if it will actually work out as you had hoped. The best designers can come up with ideas and sketches for levels that successfully translate into fun levels in

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