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Game Development Essentials An Introduction. Chapter 7. Levels creating the world. Key Chapter Questions. ■ What is level design and how is it related to gameplay?
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Chapter 7 Levels creating the world
Key Chapter Questions ■ What is level design and how is it related to gameplay? ■ What is the importance of the structural features of game worlds—such as duration, availability, relationship, and progression? ■ What is the importance of the temporal features of game worlds—such as authentic, variable, player-adjusted, and altered? ■ What is the importance of the spatial features of game worlds—such as perspective, scale, and boundaries? ■ How are reality and style achieved in a game environment?
StructureGoal Mission briefing in Wings Over China.
StructureFlow Open-air levels usually lack natural boundaries. (Microsoft Flight Simulator 2004)
StructureDuration Children’s levels often have shorter durations (Toontown Online / Spongebob Squarepants)
StructureAvailability Players can sometimes choose from several open levels at once (Warlords Battlecry)
StructureRelationship Mission levels can be related to each other through difficulty or sequence (Command & Conquer: Generals)
TimeAuthentic Boktai uses a sensor to detect the presence of daylight.
TimeLimited Baldur’s Gate allows players a limited amount of real-world time to accomplish tasks within the game.
TimeVariable The Sims depicts both day and night – but time speeds up when the characters go to sleep.
TimePlayer-Adjusted Players can adjust the time interval in sports games such as All Star Baseball 2005.
TimeAltered Players can stop time in Prince of Persia: The Sands of Time.
SpacePerspective & CameraOmnipresent Black & White: Creature Isle
SpacePerspective & CameraAerial (Top-Down) Feuerkraft
SpacePerspective & Camera Isometric Dark Ages
SpacePerspective & CameraSide-Scrolling (Flat/Side View) Goliath
SpaceTerrain & Materials Interiors made of concrete, brick, metal, and wood textures in Half-Life 2 contrasts with exteriors made of grass, dirt, and water textures in GravRally.
SpaceRadiosity & Effects A scene before and after radiosity is applied.
SpaceScale Knights and Pikemen are as big as mountains and cities in Civilization II.
SpaceBoundaries Praetorians uses terrain as a boundary.
SpaceReality True Crime: Streets of LA uses environmental details to portray the game world realistically. The open exterior in Fable is more realistic and stunning.
SpaceStyle Oddworld: Munch’s Oddysee is filled with surreal characters and environments. Viewtiful Joe uses cel-shading to bring a 2D look into a 3D world.
Summary • Structure • Goal • Flow • Duration • Availability • Relationship • Progression • Time • Authentic • Limited • Variable • Player-adjusted • Altered • Space • Perspective • & camera • Terrain • & materials • Radiosity • & effects • Scale • Boundaries • Reality • Style