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Video Game Design Foundations
objects restrict the player’s movement or damage or reward the player.
In a game, a
backdrop
may include buildings, trees, and other objects
that do not damage or reward the player. These are active objects as they
present obstacles for the player to avoid. A backdrop object differs from a
background object because it is an element of the scenery that the player
can touch or walk behind.
Think of a background object like the sky. It adds artistic design to the
scene, but does not move or interact with the player. This is like when you
get your picture taken. The photographer pulls down a background screen of
a beach at sunset. It is just there to make the scene look better. You are not
actually at the beach, it just looks that way.
The photographer might also use some backdrop objects to help it look like
you are at the beach. Here, the photographer places some stairs on one side of
the scene leading to an imaginary dock. The stairs are part of the scenery, but
you can walk on them. Therefore, they are considered a backdrop object. The
combination of the background object (sky) and the backdrop object (stairs)
really helps sell the idea that you are at the beach.
In video game design, a designer must set a mood for a scene to help
add emotion and anticipation to the gameplay. Two very different moods are
conveyed in Figure 4-9. The choice of an object, its color, and shape help set
the mood of the frame. The choice of a backdrop color could determine if it is a
blue sky, a sunny day, or a dark night.
Figure 4-8.
Goodheart-Willcox Publisher
In this platform game, the player must avoid the rolling balls. Once the player reaches the
top platform, a new game level is launched.
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