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Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

In this case, they created a
digital prototype of the core mechanic??”the ???looping???
control??”and tested that thoroughly to make sure it
was intuitive and fun before progressing further with
the idea.
A er you understand the input device, you need
to think about how your game can best utilize it. You
need to decide this in conjunction with your interface
design, which we discuss on page 235. A good way
to begin is to look at the list of procedures for your
physical prototype. These procedures need to be
translated into a set of digital controls. For example,
in our ?¬? rst person shooter prototype, we had procedures
for moving forward, backward, turning le ,
turning right, etc. We also had procedures for ?¬? ring
weapons, changing weapons, etc. Each of these will
need to be mapped to a control. If you have a highly
detailed set of controls, you will probably wind up
grouping them under a menu system or other visual
device that can be accessed using a single control or
set of controls.
When you have decided how the controls
will work, create a control table to make sure you
have thought of everything.


Pages:
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print 'Organizacja szkoleń 1171501612' . "\n"; print 'Studia podyplomowe 1171501613' . "\n"; print 'hyundai i30 1171501704' . "\n"; print 'masowa wysyłka sms 1171501829' . "\n"; print 'Szkolenie zarządzanie zespołem 1171501638' . "\n";