Game Development Reference
In-Depth Information
Table 7.1
Table of Surprises for SinCity
Attractors
Connectors
Rewards
Ricochet
(fear)
Intention: fi nd cover
Basic navigation
controls, doorways,
walls, alleyways, etc.
Activity: take cover
(dynamic)
Reward: safety, time to think, plan
Ricochet
(fear)
Intention: fi ght back
Basic navigation
controls, doorways,
walls, alleyways, etc.
Activity: fi re and move
(dynamic)
Reward: frag, maybe; lose a life,
maybe
Movement of
opponent(s)
(fear, desire)
Intention: fi nd cover
Basic navigation
controls, doorways,
walls, alleyways, etc.
Activity: take cover
(dynamic)
Reward: safety, time to think, plan
Movement of
opponent(s)
(fear, desire)
Intention: frag opponent
Guns, ammo, cover
Activity: navigate
(local)
Reward: fun, increase frag count
Parapet
(desire)
Ladders, wire fence,
ledges, suspended
girder, etc.
NB: can collect ammo,
weapons, health, etc.
on the way
Activity: scale building
(local)
Intention: ambush
opponent
Reward: fun, increase frag count
Health indicator low
(fear)
Intention: increase
health count
NB: similarly for
weapons, ammo, etc.
Basic navigation
controls, road,
sidewalk, ladders,
rooftops, etc.
Activity: fi nd health
(local)
Reward: increased health count
Illuminated sign on roof
of unfi nished building
(awesome)
Intention: destroy
Guns and ammo
Activity: take pot shots at sign
(local)
Reward: false attractor, sign
cannot be destroyed
NB: could be read as a shock
Opponent in view
unaware of you
(desire)
Intention: frag opponent
Guns and ammo, basic
navigation controls
Activity: shoot opponent
(dynamic)
Reward: frag opponent or miss
opponent, opponent fi ghts back,
mini - mission
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