Fundamentals of Game Design, 2 Edition: by Ernest Adams
Fundamentals of Game Design, 2 Edition: by Ernest Adams
nd
Game Design, 2 Edition
by Ernest Adams
Screen Layout
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1
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5 Shell Menu Player’s Action
Shell menus
Shell menus allow the player to start, configure,
and manage operation of game before and after
play
Player should not have to spend too much time in
shell menus
Shell interface is the first thing players see, so
don’t skip on design
First-person perspective
Used only in avatar-based gameplay modes
Pros and cons:
Little animation needed Player cannot see avatar
for the avatar Difficult to indicate
You don’t need to design avatar’s personality
AI to control the camera Camera angles are
Players find it easier to limited
aim ranged weapons Certain moves are
Players may find it difficult
easier to interact with the Rapid movements may
environment cause motion sickness
Third-person perspective
Used for avatar-based games and allows the
player to see the avatar
Most common perspective in 3D action and
action-adventure games
Challenges for this perspective:
Defining camera behavior when the avatar turns
Intruding landscape objects between camera and avatar
Permitting player adjustments to the camera
Aerial perspectives
Used with party-based or multipresent interaction
models
Types of aerial perspectives:
Top-down perspective—used to display maps
Isometric perspective—camera angle is such that all
three dimensions can be seen at once
Free-roaming camera—like isometric but camera
controlled by player to show the best angle
Context-sensitive camera model—camera moves
intelligently to follow the action, show the best angle
Main view
Should be largest element on the screen
Main view options:
Windowed views—main view takes up part of the
screen, with the rest of the screen showing panels
displaying feedback and control mechanisms
Opaque overlay—small window superimposed over
main view; the overlay obscures the main view
Semitransparent overlay—small window that players
can see through partially
Character portraits
Can give the player a better idea of the person
Can function as a feedback element if they
change
Key issues regarding text in a game
To make localization easier, store text in text files
Choose typefaces and formatting carefully to
harmonize with theme and present information
clearly
Sound effects
Vibration (“rumble”)
Ambient sounds
Music
Dialog and voiceover narration
Repetition can be irritating
Create multiple alternative versions
Writing and acting must be good
Flying
Requires two mechanisms because the
movement occurs in the third dimension as well
Usually first-person perspective inside cockpit
Point-and-click navigation
Used to give directions to semi-autonomous units
Uses a pathfinding algorithm
To give the player more control, allow him to set
waypoints for the unit
Gamer:
MAGIC
ATTACK