Game Development Reference
In-Depth Information
eventually to exploit them as weapons). But the creatures will fall quickly. This is a characteristic
we decided the falling creatures should have to make it easier to line up other creatures with
them
and use them as weapons. We want the player to cause this creature to fall, but not to be
under the creature when it falls.
Figure 3.7
The player needs a safe place to test how objects work.
Figure 3.8
The player should be able to use previous knowledge to figure out how to interact with
new objects, like falling rock creatures.
And so we exploit the player's existing knowledge of the radius and danger of her own bomb,
things she has already learned. We place the first falling rock creature in a small chamber at
the end of a winding corridor. The final stretch of the corridor—the part vertically below the
rock monster, and thus in range of its falling attack—is too short for the player to share it with
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