FUNDAMENTALS OF GAME DESIGN, SECOND EDITION

Point-and-Click Navigation

Aerial or context-sensitive camera models in which the player can clearly see his avatar, party, or units as well as a good deal of the surrounding environment can use point-and-click navigation. In a game with a multipresent or party-based inter­action model, the player first chooses which unit or units should move (unnecessary in an avatar-based model), then in all cases the player selects a destination in the environment, and the unit or avatar moves to that location automatically using a pathfinding algorithm (an artificial intelligence technique to avoid obstacles). Typically the player can select one of two speeds: When the player selects a loca­tion, the avatar walks to it, but if he holds down a special key while selecting the location, the avatar runs rather than walks.

This technique is most often used in real-time strategy and party-based role-play­ing games in which many units may need to be given their own paths and the player does not have time to control them all precisely. If a unit cannot get to the location the player designated, that unit either goes as far as it can and then stops or, upon receipt of the command, warns the player that it cannot proceed to an inaccessible destination.

Using point-and-click navigation, the player can indicate precisely where he wants the unit to end up without concerning himself about avoiding obstacles, a conve­nience in cluttered environments where the player may not clearly see which objects actually block the path. It is also helpful in context-sensitive camera models because the player cannot always see clearly how the avatar should get from one place to another and often has no freedom to move the camera.

At times, it can be a disadvantage that the player cannot control the path that the unit takes, so allow the player to designate intermediate points, called waypoints, that the unit must pass through one by one on its way to the final destination.

Waypoints enable the player to plot a route for the unit and so exercise some con­trol over how the units get to where they are going.

Добавить комментарий

FUNDAMENTALS OF GAME DESIGN, SECOND EDITION

Arcade Mode Versus Simulation Mode

Switching into arcade mode skews the play toward lots of action and relatively few slow-paced game states, such as strikeouts or walks. Arcade mode makes the game more exciting at …

THE SECRET OF MONKEY ISLAND

The Secret of Monkey Island, now nearly 20 years old, remains worth studying because it spawned a highly successful franchise. Although it is ostensibly set on a Caribbean island in …

Human Intelligence Instead of Artificial Intelligence

In single-player games, the player competes against the computer, so the computer has to have enough artificial intelligence (AI) to be a good opponent; building the AI for a complex …

Как с нами связаться:

Украина:
г.Александрия
тел./факс +38 05235  77193 Бухгалтерия

+38 050 457 13 30 — Рашид - продажи новинок
e-mail: msd@msd.com.ua
Схема проезда к производственному офису:
Схема проезда к МСД

Партнеры МСД

Контакты для заказов оборудования:

Внимание! На этом сайте большинство материалов - техническая литература в помощь предпринимателю. Так же большинство производственного оборудования сегодня не актуально. Уточнить можно по почте: Эл. почта: msd@msd.com.ua

+38 050 512 1194 Александр
- телефон для консультаций и заказов спец.оборудования, дробилок, уловителей, дражираторов, гереторных насосов и инженерных решений.