Game Development Reference
Have a go hero - experimenting with the start of the game
You've seen how to improve the main entrance with the same objects you have on stage.
Why not place a ship wreck, or something that is not a part of the game, which can provide
a stunning visual impact for the player? Remember that the details are as important as the
acions we perform. If we have a very observant player, he would appreciate that since being
in your game, he can someimes see things that enhance the view. This also tells a story
through background details, without needing words. Why not use this hint as a good staring
point to explore your visual creaivity?
Marking the end of level
It is clear that the end should always be encouraging. Try to create something that makes
the player thinks he has discovered something really wonderful. The final chapter should be
memorable. It is ime to create the end of our game, and since we created a great start, why
should we not create a glorious end? We will refer to our objects, and perhaps our library.
If we ind something interesing, we will use it to create the end of this level.
Time for action - opening the end point
Imagine the end of your circuit. At the end of a tedious maze, find a way out, perhaps a hole
to escape through. There are many ways out, and there are some spectacular opions too.
Why not pick one of them? In this case, we will create an arc of ice.
Crossing under an arc is like crossing through a door, a staring point, something we
could use to go to the start point again and coninue the conquest. Here, just as our player
crosses the goal, we use the logic brick and almost magically arrange it, so you can load the
1. Make an arc of ice with icebergs, as shown in the following screenshot: