These contraptions will be designed and set up by the level designer in order to
best suit the level in which they are going to be used. Some key devices may be
repeated throughout a level, perhaps in different configurations. Some of the devices
will be usable only once, while others can be used repeatedly. The use of devices that
operate multiple times gives the player a better chance of figuring out how to use the
device through trial and error. When creating these contraptions and environments, the
level designer will need to set them up in such a way that the player has a fair chance of
figuring out what they do and how to use them correctly. A few examples of potential
devices include:
- Steam Vent:A switch next to a hot steam vent may cause steam to shoot out,
stunning or melting whatever is in its path. If the player waits until the precise
moment when an adversary is in the path of the steam jet to flip the switch, the
adversary will be disabled by the steam. - Fan:A switch next to a large fan will be able to turn that fan on for a moment. This
can be useful since it may blow whatever is in its path in a certain direction. For
instance, if a steam vent is in operation across from a fan, a well-timed blast of the
fan could force a creature into the steam vent. - Oil Drum and Lever:Sam may come across a board laid across a steel box,
creating a simple lever. A large, empty oil drum could then be placed on the lower
end of the lever. If the player hits the Action key while Sam is near the higher end of
the lever, this will cause Sam to press down on the lever, thereby causing the oil
drum to flip through the air and possibly capture an enemy or two in the process.
If any of these devices are used incorrectly, they may backfire and end up hurting
Sam. For instance, if Sam hits the steam vent switch when he is in the path of the steam,
his rocket-pack may melt in the heat, sending him hurtling to the ground. Of course, a
big part of using these contraptions effectively will be getting the enemy in the right
place, and luring the robots and other adversaries into these traps will provide an inter-
esting challenge for the player.
Looking
The player will have a Look button he can press. This functions similarly to Look but-
tons in other games such asSuper Mario 64. While the player holds down the Look
button, the camera will zoom in to be inside of Atomic Sam’s head, and the player’s for-
ward/up, backward/down, left, and right controls will now pitch and turn the camera in
those directions while Sam stays in one place. This will allow the player to get a clear
view of Sam’s surrounding environment, without Sam getting in the way of the visuals.
This will be useful for examining puzzles and combat contraptions. As soon as the
player releases the Look button, the camera will return to its normal gameplay mode.
Friends
Atomic Sam will not have to battle his way through all the game’s levels alone. In each
of the three intermediary game sections — Benthos, Harmony, and New Boston —
Sam will meet game characters that will help him battle the robots and other adversar-
ies he encounters. In Benthos, Sam meets Xeraphina the flying girl, in Harmony he
Appendix A: Sample Design Document:Atomic Sam 551