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which increase the hatching rate of the egg. This reward system focuses the player on
the positive aspects of pest management (e.g. saving birds) rather than the negative
(e.g. killing possums), and gives the player a simple scale of achievement to follow
(e.g. get enough science points to hatch the bird).
2.4 The Engine Space (4) is where the game design is implemented in software.
The Design space skill-stages become the gameplay missions that are coded in the
engine mission system. Off-the-shelf game engines, such as Unity3D in this project,
do not have built-in mission systems for implementing gameplay. The SPP, unlike
more theoretical design processes [6,7,8] provides a practical means for creating a
logic based, engine-side mission system, comprising of four, hierarchical steps: 1)
Mission Control; 2) Mission Set; 3) Missions; 4) Mission Objective.
1. Mission Control has controls for setting gameplay parameters for the entire ga-
meplay level (Fig 2, left). Mission Control initiates the sim and mission sets,
checks for completion, then iterates a new set or ends gameplay. Nested within
Mission Control is the:
2. Mission Set , which holds all related missions defined under the relevant skill
stage. This follows the same pattern as Mission Control, checking and instantiating
all missions linked to the Mission Set as needed. The Mission Set contains:
3. Missions. The Mission starts by triggering the onscreen mission delivery system
(Fig 2. centre, Liana dialogue) and deeper levels of player guidance (by producing
Journal entries). When the player completes their interaction with Liana, a:
4. Mission Objective is triggered . The Mission Objective houses gameplay tasks the
player will undertake. On completion of the Mission Objective, the logic either
starts the next objective in sequence or begins the mission completion sequence.
The completion logic provides feedback dialogue to the player from Liana on the
outcomes of the mission. It then triggers the reward and any other feedback sys-
tems that are linked to that particular mission (Fig 2. centre). The Mission is then
flagged as complete and triggers the next Mission in the Set, or gameplay ends.
Fig. 2. SPP Engine Space mission system applied in (Unity3D) game engine
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