Week 6 Practice Quiz -- Interaction, Enemies & Storytelling
1. What is a trigger zone?
- A. A dangerous area that damages the player
- B. An invisible area that activates events when the player enters it
- C. A type of enemy
- D. A button the player presses
Show Answer
B. An invisible area that activates events when the player enters it. Trigger zones can open doors, spawn enemies, play sounds, or display messages.
2. What is environmental storytelling?
- A. A game about the environment and nature
- B. Telling a story through the game world itself -- objects, placement, and space
- C. When characters talk about the weather
- D. Using text boxes to explain the plot
Show Answer
B. Telling a story through the game world itself. Overturned chairs, claw marks, a single lit room in a dark building -- these tell a story without any dialogue.
3. What is the 3D equivalent of picking up a 2D coin?
- A. Clicking a button on the HUD
- B. Walking into a 3D collectible object
- C. Opening the inventory menu
- D. Pressing a specific key
Show Answer
B. Walking into a 3D collectible object. The same collision concept works in 3D -- when the player touches the object, it's collected and the score updates.
4. How can lighting be used for environmental storytelling?
- A. It can't -- lighting is only decorative
- B. A single lit room draws attention; dark areas create mystery or danger
- C. All rooms should have the same lighting
- D. Only outdoor levels need lighting
Show Answer
B. A single lit room draws attention; dark areas create mystery or danger. Lighting guides the player and sets the mood without any words.
5. What is a projectile in game design?
- A. A type of platform
- B. An object that moves in a direction, like a bullet or arrow
- C. A menu option
- D. A save point
Show Answer
B. An object that moves in a direction. Projectiles are used for shooting, throwing, and ranged attacks.
6. What makes 3D enemy design different from 2D?
- A. 3D enemies are always harder
- B. There's no difference
- C. In 3D, enemies can approach from any direction, and the player might not see them coming
- D. 3D enemies can't patrol
Show Answer
C. In 3D, enemies can approach from any direction. The player's limited viewpoint means enemies behind or above them create genuine surprise and tension.
Bonus: Environmental Story Builder
Design a single room that tells a story without any text or dialogue. Answer these questions:
- What happened here? (Write 1 sentence: the story)
- What objects tell that story? (List 3--5 objects)
- What is the lighting like? (Bright? Dark? One spotlight?)
- What sound would be playing? (Silence? Dripping? Wind?)
- What emotion should the player feel? (Curious? Scared? Sad?)