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Level Up.pdf

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The Nuts and Bolts of Mechanics 333<br />

You would think that something like doors would be easy to design; after<br />

all, we all have used them in the real world, right? But doors open their own<br />

set of issues. Think about how the player is meant to open a door.<br />

Normally? Carefully? Aggressively? Remember, the character ’ s personality<br />

comes into play when thinking about this. Kratos kicks open doors. “ Soap ”<br />

Mctavish uses explosives to blow open doors. Jill Valentine opens doors<br />

very slowly and carefully. Does a player have to pick the lock before they<br />

enter?<br />

Be mindful of which way your door opens. Does it open in? Does it rise up<br />

like a portcullis? Does it lower down? Does it swing out? All of these<br />

opening actions can lead to different gameplay scenarios. Mappy (Namco,<br />

1983) used doors to whack and temporally stun enemies. A portcullis in an<br />

action game might lower back down after raised, requiring the player to<br />

dash under it before it drops down. Even a simple door in a survival horror<br />

game can be closed in the face of an enemy to buy the player the time to<br />

reload or escape.<br />

Despite their benefits, doors can bring their own problems. Quickly opening<br />

doors can clip into the player or cause the player to get knocked back.<br />

Make sure your player doesn ’ t get caught on doors and doorway geometry.<br />

It may seem like an insignificant problem, but after getting caught up in<br />

hundreds of doorways, your player will be pissed off. That ’ s the reason why<br />

so many games make opening doors a canned animation sequence. The<br />

early Resident Evil games designed their level loading to correspond with<br />

the player opening a door. Not only did it mask the loading of the level<br />

section, but it built tension as the door slowly swung open.<br />

Make sure you know the answers to these questions and then keep the<br />

method of entry consistent throughout your entire game.<br />

Some doors are just not meant to be opened. Locked doors are perfect for<br />

getting players to find another route through a level, but just make sure it ’ s<br />

super clear why they can ’ t get through. Your locked door can look like it ’ s<br />

made out of unbreakable metal, have a huge lock on it that the player

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