Game Development Reference
In-Depth Information
When the player must take a card from one of the decks, a pop-up window appears,
showing some cards turned back; the player taps them and gets a card. Of course,
this is unessential and the game can automatically display a card, not asking the
player to take part in the dialog, but I'm sure that tapping the deck makes the pro-
cess more attractive and tactile.
If a card needs to be dropped from the inventory to the deck, the game should focus
on the inventory window, placing it at the center of the screen. The player chooses
an unnecessary card and taps it, so it travels to the deck. There also can be a con-
firmation alert, asking whether the player is sure he wants to drop the card that was
specified before. The position of the card that has returned to the deck should be
random; it can become predictable if the card returns to the very end of the line. So
try to rearrange the array of cards each time one item returns to it.
Robots
The robots areconstructed from spare cardsthat the player takes from the dedicated
deck. There are only three classes of these spares in the game:
Heads
Bodies
Legs
Each of them has their own properties. The first two of them utilize a special number,
which characterizes their power and can be used in a battle or to open a specific
door. There is a gradation from 1 to 6; the greater the number, the more powerful
the spare is. In general, a sum of body and head powers are used; for instance, the
player has a robot with a very strong body marked 6 and a middling head with the
number 2. If the robot does not hold any additional tools, its total power will be 6 + 2
= 8 . Sometimes, only a partial amount of power is required. Various forms of smart
doors or monsters appear only according to the power level of a robot's head, which
is considered the level of the robot's intelligence. Contrarily, sometimes only brute
force is needed, and the head is not used. The following figure shows different forms
of cards we use for our robot:
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