CHAPTER 1 ■ INTRODUCTION
8
Repetitive multiple sound effects playing at the same time can be annoying. When used correctly,
however, sound effects can add a lot to the game and provide audio feedback based on what is happening
on screen. When computers first had the ability to make good quality sound effects, it was pretty cool. (I’m
thinking back to Tomb Raider and Alone in the Dark). These days, not so much.
Overusing sound effects is an easy way to alienate your players. Try to use sound effects sparingly and
for emphasis. For example, footsteps on grass could be quiet, or some water sounds would be OK.
Provide an options screen where the player can select/deselect/change the volume of various in-game
audio effects. They will thank you for that.
When used well, in-game audio can provide an immersive experience for the player. The quality of
your sounds and voices is also important. There are plenty of sites out there where you can hire professional
voice-over (VO) artists at reasonable prices. If you decide to go the voice route yourself, invest in a quality
microphone and DAW (digital audio workstation) software; you can get set up for less than $200 (£150).
Aesthetics – Projection
Projection: The angle from which the player sees the game world (first person, top down, third person, etc.)
Different game genres have different view styles: platform games are usually side-on views. RPGs can
be top-down (4/4), isometric, various forms of 2.5D (also known as fake 3D, semi-top, or 3/4 perspective), or
full 3D.
Generally speaking,
• Isometric games look pretty cool, but can be a pain to program.
• Top-down looks OK and is quite easy to program.
• Semi-top looks good, is easy to program, and allows you to provide more info than
top-down.
As you can see from Figure1-1, in the top-down view you can see the roof of a building, but you are
unable to tell what type of building it is. The semi-top view shows part of the roof and the front of the
building; this immediately allows the player to know what the building is. Hey, you could even hang a sign
with the word “SHOP” on it. Portraying this information in top-down is trickier.
Isometric views can not only provide the information on the type of building, but also give a feeling of
depth and, if done well, look pretty cool.
For the purpose of this book, the project will be using semi-top, for the following reasons:
• A lot of artwork in this style is available, both free and paid.
• Creating your own graphics in this style requires only a gentle learning curve.
• Movement and object interaction is fairly simple (when compared with isometric).
• The math level required for interactions and calculations is reasonably low.
• Low CPU overhead; hey, GameMaker Studio is great for 2D games.
• The player can easily understand what they see on-screen.
• No transparency effects needed (e.g. walking behind a building in isometric view).
Obviously there are also negatives in 3/4 view compared with isometric view, but 3/4 view is a great
place to start.