Game Development Reference
In-Depth Information
FIGURE 11.7 Screen shot from OpenSim showing entrance to inished game. Aspects of universal design were
utilized for the entrance to the “Three Billy Goats Gruff” audio-based game. Signs are visual as well as audible. They
are self-illuminating for clear visibility even in the darkest WindLight settings.
content: BBG_intro_sign1.png, BBG_intro_sign2.png, and BBG_intro_sign3.png. The audio clips that go with
them are: BBG_game_Audio_Hint1.wav, BBG_game_Audio_Hint2.wav and BBG_game_Audio_Hint3.wav.
11.8.6
h oW To s eT u p for p lay T esTing y our a udio g ame
Let's set up for play testing and add the inal elements for use by a group of players.
1. Add eight black phantom partitions that are 100 meters long, 0.5 meters thick, and 20 meters high
so the internal space is divided into 16 compartments. Do not link them to anything. In Figure 11.8,
you will see how they are laid out. These are used to prevent people who are still looking at visuals
on their monitor from seeing across the landscape and locating others who are nearby. This should
also discourage them from using inworld voices to ind one another if necessary.
2. Turn all the textures to black on their material settings so you cannot see the landscape map on the
game board or the surrounding walls. Make all the sound emitters 100% transparent; check again
that they are all phantom.
3. Put a black lid on the box and set the surrounding WindLight setting to Midnight or Phototools/Photo
No Light if you want complete blackness. Note : If you use the No Light WindLight setting, you will
need to make your entryway signage have a bright or self-illuminating setting so the players can ind
their way into the space.
Search WWH ::




Custom Search