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Level Up.pdf

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94 LEVEL 5 The Three Cs, Part 1—Character<br />

The cliff ledge shown in the above graphic is obviously completely<br />

unobtainable with a normal jump/double jump distance. The player will know<br />

that they won ’ t ever be able to reach this height and will look for another<br />

way to get to their destination.<br />

When determining metrics, you will have to work with a programmer to<br />

determine where and how the character is going to interact with the world.<br />

This is done by determining collision — the code calculates where and how<br />

the character is interacting with the world. The more collision points have to<br />

be calculated, the slower the code runs. In some cases, collision is<br />

determined from a primary point on the character model. There are<br />

generally three locations on a character from which the player can interact<br />

with the world: the head, the feet and the center of the body.<br />

The head: while useful for attaching hats, treating the character ’ s head as<br />

the main collision point can cause problems, especially when determining<br />

ground collision. The player character can appear to not be rooted to the<br />

ground, giving the appearance of slightly floating.<br />

The feet: while detecting collision from the feet seems like the logical<br />

location, it can cause issues if it is used to determine where a power- up<br />

is collected (for example if it is in mid - air, the player will have to jump to<br />

collect it).

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