Game Development Reference
In-Depth Information
Attractors
Connectors
Rewards
A12 Clock running down
(fear)
Intention: try to fi nish
level faster
Basic navigation controls
Activity: take more risks
(dynamic)
PC1: make faster progress
R1: perhaps succeed in level
PC2: crash
R2: restart level
A13 Large fl oating red
arrow, static
(alien, desire)
Intention: complete level
NB: this attractor can also
mark the end of a section
of a mission
Basic navigation controls
Activity: park under
arrow
(static)
PC: “ well done ” message
R: completion of mission or
subsection of mission
A14 Large fl oating red
arrow, moving
(alien, active, mystery)
Intention: follow what is
being pointed at
Basic navigation controls
Activity: driving and
looking at moving red
arrow
(dynamic)
PC1: keep subject in view
R1: closer to completing
mission
PC2: lose subject
R2: fail mission
A15 Large fl oating, static
red full stop, “ you ' re too
early”
(alien, fear)
Intention: use up more
time
Basic navigation controls
Activity: drive around
some more
(static)
PC: the time counter tick
down
R: you can still fi nish, you
know where to go
A16 Large, static fl oating
red exclamation mark,
“lose police tail”
(Alien, fear)
Intention: lose police tail
Basic navigation controls,
street layout, other
traffi c
Activity: outrun police
car or make it crash
Uses traffi c, street lights
and trees, side turns
(dynamic)
PC1: lose police tail
R1: can now complete
mission
PC2: rammed by police
R2: mini - mission, escape
police attack
A17 Pedestrians
(desire)
Intention: run them over
Basic navigation controls
Activity: drive toward
them
(dynamic)
PC: miss
R: a false attractor, always
failure, they always get out
of the way, killing
pedestrians is not part of the
game
A18 Cafe furniture, park
benches, cones, parking
meters, garden fences, etc.
(desire)
Intention: drive through it
PC: variously fl attened and/
or knocked out of the way
(local)
R: destruction, amusement
(doesn't further the mission)
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