Game Design

(Elliott) #1

accomplishes a kill, which increases the meter, the meter will flash and will fill up to its
new level instead of just switching to that level. This way the player will see when they
gain more points for certain moves than for others.
The “cooler” the player looks while pulling off a move the more points he receives,
similar to the way points are accumulated in fighting games likeSoul Caliburor
sports-trick games likeSSX. How “cool” a move is is determined by a number of fac-
tors, which can be combined to further increase the number of Insanity Points the
player receives. The Insanity Meter has a base 100 points in it, and points will be added
as follows.



  • Single Kill: Varies from creature to creature. The most common creatures will only
    be a few points, while more rare and dangerous enemies will be worth significantly
    more points. Killing friendly human characters will give the player more Insanity
    Points, though this will make the game harder in other ways, as well as
    contributing to the player getting one of the game’s more negative endings.

  • Jumping Kill: If the player kills a creature while jumping, he receives 1.5 times the
    normal Insanity Points.

  • Melee Kill: For killing a creature with a melee attack, the player gains 2 times the
    Insanity Points.

  • Double Kill: If two creatures are killed in quick succession, the player gains 2 times
    the Insanity Points.

  • Triple Kill: For the third creature killed in quick succession, the player gains 3
    times the Insanity Points.

  • More than Triple: For each monster after the third, the player will also receive 3
    times the Insanity Points for that creature.

  • Explosives Object Kill: By shooting explosives (such as a large crate of dynamite)
    near a creature in order to kill it, the player gains 1.5 times the points.


The above multipliers for the amount of points granted will be cumulative, meaning
that if the player combines these methods, he will get still more points. For instance,
killing two creatures each worth 5 points, and shooting both while in the air will net the
player 5 1.5 = 7.5 points for the first, and 5 1.5 2.0 = 15 points for the second, 20
points in all. For three creatures that are standing in front of some explosives, and for
shooting the explosives while in the air, the player will net5
1.51.5+51.51.5
2+51.51.5*3=67.5 points. The player gains no Insanity Points for killing crea-
tures while in Insanity Mode. Once the Insanity Meter is full with 100 points, it will not
gain any additional points, making it to the player’s advantage to go into Insanity Mode
as soon as it is full so as not to “waste” points.


Movement


Though a larger creature than Torque, the Insanity Mode creature is a bit faster at navi-
gating the world than Torque. He is able to move exactly like Torque for both normal
movement and the slower, camera-relative Aimed Weapon movement, when the player
has the Target button depressed. The creature is also able to move forward and back-
ward at different speeds depending on how much the player presses the analog stick
forward or backward. In this larger form, the player cannot jump, and pressing the Jump


602 Appendix B: Sample Design Document:The Suffering

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