Game Development Reference
image that is 8 × 8 pixels and color it red. Call the file spot.png
and add it to the Project.
Step 6. Select Main Camera in the Hierarchy and locate the Radar
script in the Inspector. Drag and drop the spot texture from the
Project for the value of Orbspot . Drag and drop thr Hero child object
of Hero (yes there is one inside the other) from the Hierarchy onto the
Player Pos value for the Radar script. This will be used as the center
and orientation for the radar.
Step 7. Play. The radar HUD will appear on the screen without any
Step 8. Locate the OrbPrefab in the Project. Drag and drop as many
orbs as you like onto the terrain in the Scene at any location you like.
Put some near the player.
Step 9. Play. The radar will be populated with red spots indicating
the location of the orbs. As the player turns and moves, the radar will
reorientate to show objects in the forward-facing direction at the top
of the radar screen.
Step 10. The radar will not encompass the entire map. Orbs will only
come into view as the player moves within a certain distance of them.
To fit more of the environment map onto the radar, change the value
of mapScale at the top of radar.js to a smaller value. If you want less
of the environment map visible, make the value larger.
4.5 Rewards and Penalties
Let's face it; we play games for the rewards—whether they be in the form of
points, unlocked levels, kudos, virtual clothing, virtual food, virtual health,
more votes, more friends, or more money. It's the rewards that provide players
with motivation to perform any of the actions listed in this chapter. In some
texts, rewards are listed as a mechanic themselves; however, they are really
the motivation or reason for performing the mechanic in the first place.
Rewards aren't just given at the end of the game but throughout to
influence the player's behavior. They teach the player how to play and
how to play better by providing continued feedback from the game
environment. Sometimes this feedback can also be perceived negatively
by the player as a penalty for incorrect game play.
Feedback can both be positive or negative and involve the addition or
subtraction of something to/from the game environment. The feedback can
be given for player actions to indicate success or failure. Together with action
without feedback and feedback without action, this makes for six distinct
categories, as shown in Figure 4.16 .
With the exception of confusion , these classifications come from the domain
of behavior management called operant conditioning . They are applicable in
games, as operant conditioning is a behavioral management technique used