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CRITICAL THINKING AND ARGUMENTATION IN SOFTWARE ENGINEERING PATTERNS IN GAME DESIGN, CH. 5 MIKKO TURUNEN, 0326796
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CONTENTS Game Worlds Objects Abstract Objects Locations
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GAME WORLDS Game world is determined by the spatial relationships of the game elements. Types: Continuous & Discrete Spatial categories Reticular Linear (1D) 2D 3D
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GAME WORLDS Reconfigurable Game Worlds Rules, Attributes & Layout Levels Themes, Objects, Layout & Difficulty Consistent Reality Logic
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LOCATIONS Points Goal, Save & Spawn Points Areas Inaccessible Areas, Safe Havens Locations Resource & Strategic Locations
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CHARACTER OBJECTS Avatars Units Mule Enemies Boss Monsters Helpers Ghosts
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ENHANCEMENT OBJECTS Pick-Ups Power-Ups Tools Chargers
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STATIC OBJECTS Controllers Buttons Obstacles Deadly Traps
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INFORMATION OBJECTS Alarms Clues Extra-Game Info Traces
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ABSTRACT OBJECTS Book-Keeping Tokens Score High Score Lists Lives Cameras
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CARD GAMES Cards Card Hands Drawing Stacks Discard Piles
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QUESTIONS What kind of a game world would be continuous and reticular? Is there any additional objects not listed in the book/CD?
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