Game design, game characters Today\'s video games have characteristics as comple
ID: 3853999 • Letter: G
Question
Game design, game charactersToday's video games have characteristics as complex as in the novel or movie. Like characters in the mall or movies, video game characters have a motivation and stories that influence how they act in the game. Recalling some of your favorite games, describe your favorite hero and your favorite billion. Be sure to expand your thoughts of your classmates and I was that we help them describe the characters more fully. Think about the following questions. 1. What are the personality characters? 2. How is the character relevant to the storyline? 3. What are some of the physical characteristics? 4. What is the relationship of the character to the other character in the game? 5. How does The character develop or changed in this game? Do the players action influence this?
Game design, game characters
Today's video games have characteristics as complex as in the novel or movie. Like characters in the mall or movies, video game characters have a motivation and stories that influence how they act in the game. Recalling some of your favorite games, describe your favorite hero and your favorite billion. Be sure to expand your thoughts of your classmates and I was that we help them describe the characters more fully. Think about the following questions. 1. What are the personality characters? 2. How is the character relevant to the storyline? 3. What are some of the physical characteristics? 4. What is the relationship of the character to the other character in the game? 5. How does The character develop or changed in this game? Do the players action influence this?
Game design, game characters
1. What are the personality characters? 2. How is the character relevant to the storyline? 3. What are some of the physical characteristics? 4. What is the relationship of the character to the other character in the game? 5. How does The character develop or changed in this game? Do the players action influence this?
Explanation / Answer
function Trig_Slayer_Turns_Func010A takes nothing returns nothing
call SetUnitOwner( GetEnumUnit(), Player(10), true )
endfunction
function Trig_Slayer_Turns_Func032Func001Func001C takes nothing returns boolean
if ( not ( GetPlayerController(Player(9)) == MAP_CONTROL_USER ) ) then
return false
endif
if ( not ( GetPlayerSlotState(Player(9)) == PLAYER_SLOT_STATE_PLAYING ) ) then
return false
endif
return true
endfunction
function Trig_Slayer_Turns_Func032Func001Func002C takes nothing returns boolean
if ( not ( GetPlayerController(Player(11)) == MAP_CONTROL_USER ) ) then
return false
endif
if ( not ( GetPlayerSlotState(Player(11)) == PLAYER_SLOT_STATE_PLAYING ) ) then
return false
endif
return true
endfunction
function Trig_Slayer_Turns_Func032Func001C takes nothing returns boolean
if ( Trig_Slayer_Turns_Func032Func001Func001C() ) then
return true
endif
if ( Trig_Slayer_Turns_Func032Func001Func002C() ) then
return true
endif
return false
endfunction
function Trig_Slayer_Turns_Func032C takes nothing returns boolean
if ( not Trig_Slayer_Turns_Func032Func001C() ) then
return false
endif
return true
endfunction
function Trig_Slayer_Turns_Actions takes nothing returns nothing
local integer PlayerNumber = udg_TurningPlayerNumber
local location DeathPoint = Location(GetStoredRealBJ("X", ( "SlayerDeathPoint" + I2S(PlayerNumber) ), GetLastCreatedGameCacheBJ()), GetStoredRealBJ("Y", ( "SlayerDeathPoint" + I2S(PlayerNumber) ), GetLastCreatedGameCacheBJ()))
local integer a = 1
local group TempGroup
call CreateItemLoc( 'I002', DeathPoint )
call ForceRemovePlayerSimple( Player(PlayerNumber - 1), udg_SlayerPlayers )
if ( GetPlayerSlotState(Player(PlayerNumber - 1)) == PLAYER_SLOT_STATE_PLAYING ) then
call ForceAddPlayerSimple( Player(PlayerNumber - 1), udg_AllPresentZombiePlayers )
endif
loop
exitwhen a > 10
set udg_DeathSplatPlayerId = PlayerNumber
call ConditionalTriggerExecute( gg_trg_Death_Splat )
call PolledWait( 0.03 )
set a = a + 1
endloop
call RemoveUnit( udg_DummySlayer[PlayerNumber] )
call PlaySoundBJ( gg_snd_HowlOfTerror )
set TempGroup = GetUnitsOfPlayerAndTypeId(Player(PlayerNumber - 1), 'nglm')
call ForGroupBJ( TempGroup, function Trig_Slayer_Turns_Func010A )
call SetForceAllianceStateBJ( bj_FORCE_PLAYER[PlayerNumber - 1], udg_SlayerPlayers, bj_ALLIANCE_UNALLIED )
call SetForceAllianceStateBJ( bj_FORCE_PLAYER[PlayerNumber - 1], bj_FORCE_PLAYER[PLAYER_NEUTRAL_PASSIVE], bj_ALLIANCE_UNALLIED )
call SetForceAllianceStateBJ( bj_FORCE_PLAYER[PlayerNumber - 1], udg_AllPresentZombiePlayers, bj_ALLIANCE_ALLIED_VISION )
call SetForceAllianceStateBJ( bj_FORCE_PLAYER[PlayerNumber - 1], udg_AllAbsentZombiePlayers, bj_ALLIANCE_ALLIED_VISION )
call SetForceAllianceStateBJ( bj_FORCE_PLAYER[PlayerNumber - 1], udg_Players10and12, bj_ALLIANCE_ALLIED_VISION )
call SetForceAllianceStateBJ( udg_SlayerPlayers, bj_FORCE_PLAYER[PlayerNumber - 1], bj_ALLIANCE_UNALLIED )
call SetForceAllianceStateBJ( udg_AllPresentZombiePlayers, bj_FORCE_PLAYER[PlayerNumber - 1], bj_ALLIANCE_ALLIED_VISION )
call SetForceAllianceStateBJ( udg_AllAbsentZombiePlayers, bj_FORCE_PLAYER[PlayerNumber - 1], bj_ALLIANCE_ALLIED_VISION )
call SetForceAllianceStateBJ( udg_Players10and12, bj_FORCE_PLAYER[PlayerNumber - 1], bj_ALLIANCE_ALLIED_VISION )
call SetForceAllianceStateBJ( bj_FORCE_PLAYER[10], bj_FORCE_PLAYER[PlayerNumber - 1], bj_ALLIANCE_UNALLIED )
call CreateUnitAtLoc( Player(PlayerNumber - 1), 'n006', DeathPoint, udg_SlayerFacing[PlayerNumber] )
call FlushStoredMissionBJ( ( "SlayerDeathPoint" + I2S(PlayerNumber) ), GetLastCreatedGameCacheBJ() )
call DisplayTextToForce( GetPlayersAll(), "OH SHIT!" )
call ConditionalTriggerExecute( gg_trg_Infested_MB )
call TriggerSleepAction( 1.00 )
call DisplayTextToForce( GetPlayersAll(), ( GetPlayerName(Player(PlayerNumber - 1)) + " HAS TURNED INTO A ZOMBIE!" ) )
call SetPlayerName( Player(PlayerNumber - 1), ( udg_PlayerNames[PlayerNumber] + " (Zombie)" ) )
call ConditionalTriggerExecute( gg_trg_Set_AI_Units )
if ( Trig_Slayer_Turns_Func032C() ) then
else
call ConditionalTriggerExecute( gg_trg_Set_Zombie_Ownership )
endif
set DeathPoint = null
set TempGroup = null
end
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