Game Design

(Elliott) #1

reminiscent of the ammunition distribution in games likeHalf-LifeandMax Payne.
Weapons have a certain maximum amount of ammunition they can hold at once,
and when this runs out the player will automatically reload the weapon with the other
appropriate ammunition he has in his possession. However, reloading will not start
while the player is holding down the Attack button. While the player continues to hold
down the Attack button while firing an empty, continuous-fire gun, the gun will play a
clicking “empty” sound. This means for continuous-fire weapons (such as the machine
gun), where the player may have been holding down the Fire button to empty the
weapon’s clip, they will have to first release that button and then press it for the weapon
to reload and the player to be able to continue firing. When a particular weapon runs out
of ammunition, the game will automatically switch Torque to using the next loaded
weapon. Since the player finds the Shiv first in the game and the melee weapons have
no ammunition, the player will always have a weapon to use.
Double pistols present a unique situation for the ammunition system, since both
pistols use the same type of ammunition and the player can switch back and forth
between single and double pistol. To make this as simple as possible, when the player
switches from single to double pistol, the game will automatically reallocate the pistol
ammunition the player has between the multiple weapons, so if the player has only six
shots left, three will be placed in each pistol. If the player then switches from double
pistol back to single pistol, the ammunition he has will all be placed into that one
weapon.


Thrown Weapons


Thrown (grenade-style) weapons are grouped together and the player can attack with
these weapons by pressing the Throw button. These weapons provide the player with
an alternate attack to go along with their primary melee/projectile weapon. The system
is designed such that the player can be firing their main weapon, then quickly lob a
thrown weapon, and then immediately return to using their melee/projectile weapon.
The player’s current grenade shows up attached to the back right of Torque’s belt
so the player can easily know what thrown weapon they have ready to throw. The
player can select their current thrown weapon using the inventory system described
below.
When a thrown weapon is available and the player presses the Throw button,
Torque will continue to hold his primary weapon in his left hand. Using his now free
right hand, Torque will immediately grab the current throwable weapon off his belt and
throw it. The thrown weapon is automatically thrown at the current target; if no target
is available the weapon is thrown in the direction the player is facing. The thrown
weapon will arc through the air using realistic-looking, gravity-based movement. If the
player is not in Aimed Weapon Mode when he presses the Throw button, just like when
using a melee/projectile weapon, the player will temporarily be forced into Aimed
Weapon Mode.
While the weapon is being thrown, Torque will be unable to do his melee/projectile
attack, and pressing the Attack button will have no effect. While throwing, the player’s
motion will be undisrupted, and he will be able to keep moving in all directions while
throwing. Once the weapon is thrown, Torque will re-ready his current melee/projectile
weapon.


Appendix B: Sample Design Document:The Suffering 599

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