Game Development Reference
In-Depth Information
The Legend of Zelda , as in Figure 11.9 ). Note that in the case of a consumable key,
the player might be forced to choose between two directions because she cannot
unlock both doors with a single key. In the case of Figure 11.9, the “level” will
always be solvable because behind lock B, there is another key, and once a door is
unlocked, the player cannot “spend” a key to unlock it again.
FIGURe 11.8
a lock requiring mul-
tiple keys to open
FIGURe 11.9
Keys that are con-
sumed upon use
If we want to involve player skill, rather than simply the presence or absence of
a player ability, we need a different mechanism. In games like Fallout 3 and The
Elder Scrolls: Skyrim , the player uses lockpicks to try to open locks. There is a chance
the lockpick will break, and the player will fail. In these games, the chance of failure
depends on the skills of the player and the attributes of his character. Lockpicks
are a consumable resource, and if it is vital that the player get past a certain lock in
this manner, the game must ensure that she has an unlimited source of lockpicks.
Figure 11.10 represents this type of lock-and-key mechanism.
FIGURe 11.10
skill-based lock-and-
key mechanism
 
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