Game Development Reference
In-Depth Information
4. What are the competition modes and victory conditions in the game? If this is a
military vehicle, what sorts of missions are available for it? If it is a civilian one,
what kinds of things can it do besides simply racing (if anything)?
5. What settings are available for the vehicle to travel through? Even a flight simu-
lator needs ground to look at below.
6. What camera views are appropriate for this vehicle? If it is a military vehicle, are
there special camera views that assist in fighting? Can the player record and even
edit instant replays so as to relive and show off his triumphs?
7. How will you map the many controls of a plane or even a car onto the input
devices available to the player? What aspects of the vehicle's controls will need to
be simplified? Which can afford to have simple on-off buttons and which require
analog controls?
8. If a vehicle is capable of steering in a direction different from that in which it
shoots, how can the player control both at once conveniently?
9. What navigational facilities is the player going to need in order to know where
he is (radar screen, overlay map, separate map mode that pauses the game, and so
on)?
10. What artificial intelligence is needed to create suitable opponents in the game's
competitive modes? What sorts of things will the artificial opponents need to man-
age? Will they be smart enough to take advantage of superior speed, acceleration,
cornering ability, braking ability?
11. Do you want to create a sense of speed for the player? If so, how will you create
it? (Remember, you can use both visual and audible cues.)
Search WWH ::




Custom Search