|

February 2001
Grid
Based Game Design
by
William Anderson
Have you ever wanted to design a game like
Abe's
Oddysee, Out of this World, Flashback,
Blackthorn or
Heart of Darkness? If so then sit back and take a wild
ride with me through the wonderful world of Grid Based
Design or GBD.
Just as Assembly level programming is almost a
religious experience for programmers, so Grid-Based
Design is to game play designers. Each is extremely
tight in execution and unforgiving if done wrong. Nevertheless,
GBD has many advantages over Free Flowing Design
that can give greater depth to just about any story
driven product.
What is
GBD?
Grid Based Design or GBD is simply a system for making
sure that the Player Character, Non-Player Characters, and all other elements of game play are
controlled, laid out, and moved around based on a predefined screen or 3D grid.
This style of design has been used
for years in many award winning 2D and 3D games, and I suspect
will continue to be so because of its ability to
tighten up player to environment interaction.
Although GBD is being used more and more in 3D game
design, for the purposes of this article and to keep it
simple, I will only address GBD in 2D
game play design. Many of the techniques are the same,
and you can easily expand and apply the principles found
in this article into your own 3D design projects.
But, before I walk you through this system,
I should explain how I first learned about GBD. My
learning experience demonstrates how you can easily learn from other designs
and expand on it to make even better designs.
Back in the early 90s, I was working for Virgin Games
as a Senior Designer when I was asked to review a game
called Out of this World for possible
conversion to Sega's new CD system. It was a great game
but too short in play to recommend as a CD title. But
being new to Virgin Games myself I was asked to prove
that the game play was too short. Posing the question: "How does one prove the length of game play in a
product when even the original designers never kept any
notes?"
Two words: Reverse Design!
So with a video tape of me playing through the game,
grid paper, and a long weekend, I walked through every
element of the game and did a color story board of the
design. By Monday, I proved to everyone that the game play was
too short, learned a new design style, and was able to
give the paper design over to the original designers who
now could see where to expand on the game play.
We have seen many more games come out like that
one over the years including my own contribution to the
science of GBD in Abe's Oddysee and each adds one more
twist to the system.
This whole design system
starts with a simple screen grid template that looks
something like this:

In the above grid system, the game play
screen has been divided up into 17 Steps across with 5
Floor Planes, being represented by the left and right
arrows. Within this simple diagram, all of the
basic elements needed for player navigation are defined
in space based on this grid system.
Based on this grid system, the
Player Character, Non-Player Characters and all other items in the game
are positioned and moved around based on this grid. This
gives the designer, programmer, and artist tremendous
control over knowing where the player is at any point in
the game.
Why is this important?
For a character to feel like it really lives within
in its environments, it must equally interact with that
environment, like we do in real life. This is
extremely hard to do in Free Flowing action games with
no grid based controls as animations would be popping
all over the place any time you needed to line up
any two elements. But with a grid system, you will always know where and
when the player can interact with the
background or with any other character in the
environment. One day 3D code and storage space may make this type
of realism possible, but not yet!
How do I calculate my own grid systems?
Step 1: What screen X/Y
resolution is your product shooting for? These numbers will lay the foundation for working out
your grid size.
Step 2: Work with the artist to establish the best
size for the Player Character.
You must keep in mind that there are some trade-offs between art and game play here that you
will have to work out. For example, if your character
is too small then you can have more things on
the screen, but you lose the ability to show a lot
of detail and personality of the Player Character.
But if your Player Character is too big, then you
lose the flexibility of having more on-screen game play, but gain much more art and animation
detail.
(No kicking, biting or clawing when deciding this
issue with the art team).
Step 3: Now to figure out the number of grid steps
across:
Formula: GridX = (Player Foot Width) / (Screen Width)
Remember that the Player
Character's footstep width
does NOT have to be the same as the total width of the
Player Characters as shown in the
Grid Example above, but you will need to keep this offset in mind when making door sizes, lifts, and
other such navigation devices.
Step 4: Finally to figure the Y Grid size you will
need to predefine or through testing define jump and
climb heights. Notice that in the example given
you see there are 3 jump heights defined and each will line up with the next Floor Plane up.
Also keep in mind to leave some buffer screen space
at the top and bottom of the screen.
Some of the issues that might need to be resolved are
Status Bars and natural Screen Cut-Off Space. And, as a basic design rule, it looks nasty to have
the player head jumping off the top of the screen
when on the top most platform.
With this information in hand you should be able to
draw out your paper template just like the one I've shown above.
How do I lay out my own GBD maps?
Simply by placing one screen grid next to each other
or above/ below the next, you can build larger environments just like you would have done with any
Free Flowing game play map design.
What I like to do is simply layout my ideas out on a
note pad and work out the details before I
start laying them out on the grid paper. This saves
me a lot of time in clean up work and makes the final design copies cleaner.
Note that if the product you are designing does not
have scrolling screens then it's best not to have
jumps out of one screen to the next. This would
become frustrating for the player as they can't see where they are going to land.
Grid Paper recommended for maps is 8x8 squares per
inch grid paper.
For Single Screen designs I like to use 6x6 squares
per inch grid paper just to show more detail.
What's the best way to convert these designs into the
product?
With this basic information and your designs in hand
there are two ways to implement them into a product: the classic Tile Based
Design system or Pre-Rendered Design.
My personal vote is for Pre-Rendered because of the
true life feel you get in the background art and the
newer game systems can handle load time and storage
much faster than back in the old SNES/Genesis days.
However,
if you're working on hand-held game systems
then Tiled is the way to go!
No matter what system you decide on it won't really
effect your paper designs much as they both would be laid out in the same way.
Finally, to get your designs into the game there are a
number of different approaches I have used and you can decide what works best for you.
For Pre-Rendered Backgrounds:
1: With an art program that hopefully has a Grid Draw
function create some basic shape templates that reflect all of the design elements you will
have in your maps.
2: Draw out each screen of your design in these basic
shapes.
3: Save each screen out in a
format that can be
loaded into the art package that your art team is working with.
4: Convert your screens in the same way the final
screens would be and put them in the game.
This may require other elements such as Contours and
Walls, so whatever steps you use you need to get it up and running with this basic art in
the game.
"Don't ever give untested Test Levels to the
art team!"
This would waste lots of time and money in
unneeded revisions and make you enemy #1 with your art team.
Once you are happy with the play, then and only then,
move onto Step 5.
5: Copy your maps and deliver them to the artist
responsible for its creation, making sure to walk them through any and all large and small details.
At this point your art team can use your basic shapes
to guide them in drawing or rendering the final backgrounds.
Don't worry if these are 3D SGI or PC Rendered
backgrounds, the artist can load
your screen in as a Layer and by simply placing
their rendering camera out at the right position you will get great results.
For Tiled Backgrounds:
1: Like with Pre-Rendered you will create your basic
template of basic shapes in what ever tool or art program you team is using.
2: With the same Tile Editor the art team is using
you will lay out each of your screens.
3: Follow Steps 4-5 in the Pre-Rendered procedures.
The final note on the background art development is
to not assume that the artist working on the
backgrounds can read you mind. If anything is
unclear on paper then it will more than likely end up
in errors in the art. Work with them every day if
need be and let them know that their input is
important, before, during, and after the level designs
are done. They need feel equal ownership in the
work! Moreover, more often than not they come up with
some great ideas that will also enhance game play.
Now there are many more issues that will come up when
diving into this system of game play design such as
Screen-to-Screen transitions, use of Lifts and Elevators
and if you need me to expand on some of the subjects
here or others just email me.
Bio
William Anderson is
currently President of Eagle Claw, Inc. a Game Development and
Consulting Company. He has been designing Interactive
Entertainment products for over 20 years. Just a few of his notable
accomplishments include Senior Designer on Maximo for the Sony
Playstation 2, Senior Designer on the multiple award winning game
Aladdin for the Sega Genesis, Designer of Cool Spot and Global
Gladiators. He was also responsible for the original gameplay
design for Abe's Oddysee for the Sony Playstation. You can contact Mr.
Anderson at
MagicByDzn@Hotmail.com. |