Game Development Reference
In-Depth Information
AT TACK DEFEND GUARD
PATROL MOVE
Attack
Defend
Guard
Patrol
Move
Set waypoint
Choose weapon
Research
Build barracks
Build headquarters
Build hospital
Destroy
Repair
Harvest
Save current game
Load game
Quit game
Change video
Change sound
Change control
settings
settings
settings
4. A game intended for a console needs to have its functions mapped to a game pad
with a limited number of buttons. Make a button layout that supports all the
actions in the primary gameplay mode (described in the following list). Discuss the
pros and cons of your button layout.
The game pad has the following button layout:
A D-pad
One analog joystick
NOTE This is the but-
ton layout of the Sony
PSP controller, exclud-
ing the start and select
buttons.
Four face buttons
Two shoulder but tons
The main gameplay mode has the following actions:
NORMAL
HARD ATTACK
HIGH ATTACK (attack upward)
LOW ATTACK
Normal
Hard Attack
High Attack
Low Attack
Block Attack
(attack upward)
(attack downward)
Jump
Crouch
Move forward
Move backward
Strafe left
Strafe right
Rotate left
Rotate right
Choose weapon
Use health pack
Design Practice QUESTIONS
1. Does the gameplay require a pointing or steering device? Should these be ana-
log, or will a D-pad suffice? What do they actually do in the context of the game?
2. Does the function of one or more buttons on the controller change within a sin-
gle gameplay mode? If so, what visual cues let the player know this is taking place?
3. If the player has an avatar (whether a person, creature, or vehicle), how do the
movements and other behaviors of the avatar map to the machine's input devices?
Define the steering mechanism.
4. How will the major elements of your screen be laid out? Will the game use a
windowed view, opaque overlays, semitransparent overlays, or a combination?
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