Difference between revisions of "Galleries"
From gdp3
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== Relations == | == Relations == | ||
− | |||
− | |||
− | |||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Camping]], | [[Camping]], | ||
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=== Can Modulate === | === Can Modulate === | ||
+ | [[Combat]], | ||
[[Enemies]], | [[Enemies]], | ||
[[Game Worlds]], | [[Game Worlds]], | ||
− | [[Levels]] | + | [[Guard]], |
+ | [[Levels]], | ||
+ | [[Traverse]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | - | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
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=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == |
Revision as of 09:28, 18 July 2011
Raised areas that provide advantages through overlooking narrow passages.
This pattern is a still a stub.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Camping, Choke Points, Sniper Locations, Strategic Locations
with Enemies
Can Modulate
Combat, Enemies, Game Worlds, Guard, Levels, Traverse
Can Be Instantiated By
-
Can Be Modulated By
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki. However, it was first introduced using another template by Hullett and Whitehead[1], and a more detailed description in this template is available[2].
References
- ↑ Hullett, K. & Whitehead, J. (2010). Design Patterns in FPS Levels, paper presentation at Foundations of Digital Games 2010, June 19-21, Monterey, CA, USA.
- ↑ Gallery pattern by Kenneth Hullett.
Acknowledgements
Kennart Hullett, Jim Whitehead