Prototyping with Graphs
Before we start a process of prototyping the location in 3D, ussualy using tools from chosen engine it
The image above shows a simple graph made in a program called yED. It is a sample level with an arrangement of locations and events for a simple platform game with collecting items and fighting monsters. At this moment, I have to be honest and describe what this graph shows us step by step. The game starts in a green circle, which is a START point. Yellow rectangles symbolize rooms or separate locations, arrows - how we can move between them. As you can see, in "Library" player has to decide which way he wants to go: through "Demonic Tower" or "Library2?. If he chooses the first location, he can visit "Library2", but not the other way. Next to "Demonic Tower2? we can see two additional fields: orange trapeze, which shows the moment when enemy spawns, and a violet circle - an item to pick up. There is also one other element worth your attention, located at the end of this episode of the game. It is a conditional statement, based on a simple mechanics "if player does A, then do B". In this case, in location "Bridge2? the game will check if the player got a book from the "Demonic Tower" location. If they did, an additional enemy spawns and a text is displayed on the screen. If not, nothing happens. Constructing this kind of graph is useful because we define how many and what type of blocks we use. In a moment I'll tell you about methods of creating such a concept. But first, I want to show the same graph as above but modified and expanded for a First Person Perspective game.
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