Game Design

(Elliott) #1

enemy he has targeted, or, if there is no target acquired, Torque will keep his upper
body oriented in the direction he was facing when the player entered Aimed Weapon
Mode. This will give Torque a dynamic look while he is moving in Aimed Weapon Mode,
as he shifts from foot to foot to keep moving in the desired direction. This is similar to
the animation system used inDevil May Cry.
While Torque is in Aimed Weapon Mode, if he has a target acquired, the camera will
rotate to keep that target on screen, as described above in the Camera section. Because
of the camera-relative controls used in Aimed Weapon Mode, this will have the side
effect of making Torque rotate around the character he has targeted, if the player keeps
pressing the same direction on the control pad. If the player simultaneously rotates the
stick to compensate for the rotation of the camera, the player will easily be able to make
Torque continue to run in a straight line despite the camera’s rotation. This is similar to
the effect found inSyphon Filter.


Water


Since the game is set on an island, obviously there will be water found in the world of
Unspeakable. However, Torque is unable to swim. The player character will be able to
wade into water up to their chests and will be prevented from walking into water above
his head. Torque will die if he stays in too-deep water too long. The difference between
safe and dangerous water will be clearly indicated in the levels, so that the player will
intuitively understand which water systems they can safely enter and which they
cannot.
The player’s reactions to different water depths will be as follows:



  • Calf-Deep:The player will move through this water without slowing down or
    changing animation at all.

  • Knee-Deep:The player’s motion will be slowed to his walk speed, preventing him
    from moving quickly through deep water.

  • Above Chest: The player will be slowed down exactly as in knee-deep water,
    except he will now be unable to enter Aimed Weapon Mode and will be unable to
    fire his weapons. If the player is in Aimed Weapon Mode when he enters this type
    of water, he will be forced out of that mode.

  • Above Head: The player will be stopped from walking into water that is above his
    head; he will simply not be able to move in that direction. If the player falls into
    water that is deeper than the distance to his head, he will immediately drown.


Jumping


At almost any time in the game, the player will be able to make Torque jump by pressing
the Jump button. Jumps can be performed while the player is in the middle of other
common actions, such as moving, targeting, or shooting. This will allow Torque to jump
over gaps in the terrain as well as to get out of the way of enemies. The height to which
Torque jumps and, as a side effect, the distance he travels, will be determined by how
strongly the player presses the analog Jump button. The type of jump movement
Torque will do will be affected by which direction he is moving, if any, as well as whether
he is in Aimed Weapon Mode.


Appendix B: Sample Design Document:The Suffering 593

Free download pdf