Game Design

(Elliott) #1

that key to open the door. Once the player uses a key in a door to unlock it, that door will
remain unlocked for the remainder of the game. Often when unlocking a door, that will
be the only use of that key, and the key will be automatically removed from the player’s
inventory as the door is opened. For cases where a key opens a series of doors, the key
will only be removed from the player’s inventory once the final door is opened. Some
doors that the player has opened will automatically re-close at some point after the
player has passed through them.


Open Chests/Lockers


This works exactly the same as opening doors except that the player does not actually
walk through/into them once opened. Some chests will be locked and will require keys
to open, while others can only be opened via explosives that blow off their locking
mechanisms. Often the player will find useful items inside the opened chests.


Flip Switches


Switches are used to activate events in the game-world, such as setting off explosives,
activating a machine, or opening a gate. Switches come in three basic types:



  • One-Time Switch: The one-time switch can be flipped once and will never be able to
    be used again.

  • Reset Switch: A reset switch will return to its original state after being activated. It
    differs from the one-time switch in that it can be used multiple times, reactivating a
    particular event.

  • Toggle Switch: The toggle switch alternates between two positions, on and off, and,
    like the reset switch, can be used repeatedly.


Mount Ladders


The player will be able to mount and dismount ladders by pressing the Use button when
near them. Consult the Player Movement section of this document for more informa-
tion on movement on ladders.


Mount Weapons


The player will be able to mount mounted weaponry by pressing the Use button. Con-
sult the Attacking section of this document for more information on mounted weaponry.


Use Quest Items


In some situations the player will need to collect specific items in order to progress in
the game. Once the player has collected these items, he will need to go to a particular
location where he can use them. When in this location, when the player presses the Use
button, the game will automatically determine what items can be used at this location
and use them, removing them from his inventory at the same time.


Enter Insanity Mode


When the player presses the Use button while in Aimed Weapon Mode, if the player has
sufficient points on his Insanity Meter, the player will enter Insanity Mode. See the sec-
tion on Insanity Mode for more information.


610 Appendix B: Sample Design Document:The Suffering

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