Saturday, March 3, 2012

Respawning Breakdown

For this blog post I will explain the process of deciding where and how to include the different spawn points throughout the levels in our game. As you have previously read, the player is able to respawn as soon as they fall off the track. They are spawned at a certain point further back to where they had fallen off. When deciding where to place these points, I try to mentally divide the level into different sections. For example, in the cave level, the long bumpy part of the track in one section, the teeter totter would be another section and the rock with the buttons is also a separate section. This means that if the player dies on the teeter totter, they are respawned at the beginning of the teeter totter. This separates the level into smaller chunks for players to tackle. When choosing the actually place for the player to respawn, I must also take certain precautions. I am sure to choose a spot that is safe and sturdy, such as in the middle of a flat service. This is to ensure that the player does not immediately die after respawning, that they have a chance to take in their surroundings. Places that would be an inappropriate choice would be on top of the teeter totter, right in front of a cliff etc. If a player were to spawn in those places, they would not have enough time to react. I also try to choose a place that the player has past by before. This prevents them from getting disoriented of where they had spawned. Usually the spot will be a on the path they took in order to get to that part of the section. This will help them recognize where they are and continue on their way.   



                                                Bad place to spawn.                

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