Game Development Reference
In-Depth Information
4.4.4 Avoidance and Collecting
Avoidance is a game action that involves players having to go out of their
way not to interact with another game object or to make an effort not to
perform some action. In the original Donkey Kong , the player had to get to
the top of a set of scaffolding while avoiding rolling barrels. In all FPS games
the player has to avoid being shot. In Snakes and Ladders the player must
avoid landing on the head of a snake, and in Mine Sweeper the player has to
avoid mines.
Collecting is the opposite action to avoidance. The player must make all
attempts to gather items. In Mario Brothers , players can collect coins and other
items to improve their abilities and score. In Dungeons and Dragons , players
collect magic potions and experience points and weapons. In EVE Online ,
players collect minerals.
Parts of these mechanisms are their visual cues. Items to be avoided should
look like they should be avoided. For example, the lava flows in Doom
obviously looked menacing and hot because they were red and bubbling.
In nature, humans are attuned to the warnings of red colors. Red represents
hot. Fire is hot, the sun is hot, and lava is hot. The game player already has a
built-in instinct for avoidance. The same goes for sharp prickly objects. From
cactus to underwater mines, the spikes relay a message of “keep away.” As
a game designer, if you can leverage human instinct and assume much about
how someone will play your game, a lot of the work explaining how the
game works is already done for you.
The same principle works for collecting. Why do you think so many games
have little gold coins for the player to pick up?
Unity Hands On
Avoiding and Collecting
In this hands-on session you will reuse the starting project from the
previous workshop and add items to the map—some that you have to
run over to collect and some that must be avoided. The objective will be
to collect as many rubber ducks as possible in 2 minutes and get them
to the finish line.
Step 1. Download Chapter Four/DuckRacing.zip from the Web site.
Unzip and open the Project in Unity. Open the scene called racing .
In the game you will see a terrain and car.
Step 2. Drag the cone prefab into the Scene to create a traffic cone
object. This needs to have a collider attached to it in order to make
it interact with the car. With cone selected in the Hierarchy, select
Component > Physics > Box Collider from the menu. As shown in
Figure 4.12 , modify the box collider values to position it around
the traffic cone.
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