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Level Up.pdf

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250 LEVEL 10 The Elements of Combat<br />

resort to those old standbys of fire trails and blood splatters like in Madworld<br />

(Sega, 2009). Be big, be dynamic, and be dramatic! Give big action moves<br />

like ground pounds and smashing uppercuts big screen effects that fill the<br />

screen with debris, dust, lightning bolts and other eye - catchers. The more<br />

spectacular the better!<br />

So what happens when you actually<br />

hit something? A strike without a<br />

reaction animation from the enemy<br />

doesn ’ t feel like the player has hit<br />

anything. It ’ s like the attack is merely<br />

skipping off the surface of the enemy.<br />

If you can ’ t afford to have the enemy<br />

have reaction animations (due to memory limitations, for example) at least<br />

have effects and sound effects that indicate that a successful hit has<br />

landed. Powerful sound effects make attacks feel more rewarding. Vocal<br />

reactions such as a big “ Oof! ” from enemies are always satisfying!<br />

Exaggerate the impact of a powerful<br />

hit to heighten the feeling of strength<br />

of the attack and increase drama. The<br />

enemy should react to wherever<br />

they ’ ve been hit. Got cracked in the<br />

coconut? The enemy ’ s head (and<br />

some teeth) should fly. Kick out their<br />

leg and a bone should splinter or they should at least topple to the ground.<br />

This kind of animation is getting easier to do within the game code using<br />

rag doll physics systems like Havok and PhysX, but sometimes nothing<br />

beats good old fashion key frame animation.<br />

If conflict is drama, then combat<br />

should be a freakin ’ opera complete<br />

with flying spear- carrying valkyries<br />

and a glass - shattering fat lady! Hype<br />

up that drama! A particularly powerful<br />

strike should be accompanied with a<br />

camera shake, a rumble from the<br />

controller ’ s actuator or combat<br />

slowing down to show off the power of the hit. Batman: Arkham Asylum uses<br />

slow motion to indicate that the player has defeated the last of the enemies<br />

in a combat encounter.<br />

Before I forget, here ’ s a pearl of wisdom: close battles are more exciting.<br />

Don ’ t get me wrong, kicking hordes of enemies ’ asses can be quite<br />

satisfying, but just make sure that your player is evenly matched to his skill<br />

level for the majority of the game.

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