Game Development Reference
In-Depth Information
Summary
Hopefully, you can appreciate by the end of this chapter how even a simple map-like inter-
face has its own flavors and complexities, but there is so much more you could do to en-
hance this area. Depending on your style of game, the player could spend quite a lot of time
on the map exploring (such as Zelda) or they could just be zipping through. So, plan time
accordingly to decide how much you want to invest.
If you target mobile platforms, then other input strategies are very important. On handheld
devices, if players use the keyboard, they generally lose over half the screen. So, all they
have is touch input. Similarly, on consoles and PCs, they don't have touch input, only key-
boards or mice and gamepads. Input is a big area, but we will revisit this area in Chapter
12 , Deployment and Beyond .
In this chapter, we covered the following topics:
• Building the wider world using textures, texture generation tools, map tools, and
some hints at procedural generation
• The different UI interactions and marshaling input priority between GUI and game
• Adding smoothing techniques to scene transitions and how to use animated curves
in places other than animation
• Adding some smooth transitions between scenes
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