Game Development Reference
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So how could I make the switch accessible from both the left and the right? If I got rid of the
fallen catwalk—lowering the height of the right platform—Hannah could make the jump to
the switch, but she couldn't reach the upper hole. Well, this is a dislodged chunk of the ceiling,
right? There's no reason it needs to be flush with the platform it's lying on. Why would a piece
of busted architecture fall in such a neat position?
Figure
is the finished scene. I shifted the fallen catwalk over one block so it overhangs the
platform. As a nice bonus, it's visually even more asymmetrical—a sign that it's an exit from
the symmetry of the whole left/right area shown in Figure
3.35
. Jumping from the top of the
fallen catwalk, the player can reach the hole above and the passage to the city. Jumping from
the exposed piece of platform beside it, the player can hit the switch and clear the electric
fence. Now the room fills every function I want from it. I created, played, identified problems,
3.31
changed, played again, discovered new problems, changed again, played again, and solved the
problem. That's design.
Figure 3.35
The finished scene with all problems fixed.
 
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