Game Development Reference
In-Depth Information
Identify any rules introduced in that scene, and any ways in which objects interact in
that scene. Most especially, what are the ways that appear in this scene for the first
time? What is the focus of the scene? What rules does the scene introduce? What rules
does it develop? What's the purpose of this scene?
.
Using graph paper, design a scene for the teleporting/laser game described in this
chapter. Assume that six squares wide by eight squares tall is the space the player has
to move around in: the scene you're designing will scroll onscreen into that space, from
a direction and at a speed that's up to you.
.
A line along any grid line is a laser fence and cannot be touched. A box that's filled in
is an irradiated laser area and cannot be teleported to. A dot in any box is a delicious
food capsule (see Figure 3.36).
Figure 3.36
Reference for designing a scene in the teleporting/laser fence game.
Design a scene around a meaningful choice for the player to make. There will probably
be more than one choice the player makes in your scene, but there should be at least
one major choice—one the player recognizes as a choice with consequences.
.
You may introduce a new object, but you must communicate the rules and ramifica-
tions of that object prior to the major choice.
Choose one of the following scenarios:
5.
A masquerade ball celebrating the protagonist's birthday. She is now old enough
to inherit the Imperial throne. At least one of the guests is an assassin and will at-
tempt to strike before the night is through.
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