Game Development Reference
In-Depth Information
Triggers
Theinfluenceofanarrayoftilescanbeinterpretedmostlybasedonthehumanfactor:
the player taps the screen and the game has to answer. Simple puzzles with a pass-
ive array only wait for players to find a sequence of tiles on the screen and tap it.
The active arrays in turn are developed for more complicated actions; for example,
the player inserts a specific tile into the array and the game rearranges the entries to
adapt to the changes made. Another breathtaking scenario is this: the player throws
a tile onto the array of elements and the game calculates the fly process of the tile,
trajectories, and rebound, giving some points for spectacular actions.
After that, the matching process begins. Such types of dynamic puzzles can be re-
ferred to as match-three shooters , since tiles play the role of bullets and a grid of
items on the screen is turned into a target. To express such mechanics better, some
special themes can be invented for the game; for instance, tiles can looks like alien
spaceships, which can be an allusion to classic space arcade games such as Space
Invaders .
It is a good practice to introduce various forms of special tiles which can, for example,
"explode" a part of the array or mix. Audiences like such game elements very much,
especially when they are done right with a lot of special effects and smooth animation.
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