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Chapter 4 Perspective, Scene Design, and Basic Animation
CASE STUDY
Composing a Scene
A game scene starts with a background object,
like a blue sky with a few white puffy clouds
painted in. The background object prevents
the character from passing through it. It is
always behind all other objects in the scene.
The tree also does not move on its own. As a
backdrop, the tree will move with the scene,
but it does not approach the player, harm the
player, or add points for the player.
The sky is a background object. It is always behind
all other objects.
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You then add backdrop objects like a road,
trees, bushes, light poles, and buildings.
Backdrop objects, like the tree, will not let the
character pass through it. The character might
be able to walk in front of or behind a tree,
but should not be able to walk through a tree.
These are backdrop objects. The character may pass in front
or behind these objects, but may not pass through them.
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These are the active objects for the game.
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The background object, backdrop objects, and active
objects are assembled to create the scene.
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If a tree is supposed to fall and become
an obstacle, it must be programmed as an
active object instead of a backdrop object.
Active objects can be the player, obstacles,
objectives, tokens, or anything programmed
to move or interact with the player.
The background, backdrop, and active
objects are assembled to create a game scene.
With these objects in place, the character can
be programmed to collect the healthy food
items to build strength points and subtract
points for eating junk food like a cupcake.
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