Game Design

(Elliott) #1

instance, blowing up a footlocker will cause its contents to be left behind.
Unknown: Should the player be able to blow up ammunition. That is, if you shoot a
box of TNT sticks before picking it up, will it go off, destroying the ammunition in the
process.


Exploding Objects


When some objects blow up, they will cause explosions or other effects themselves.
For instance, if the player shoots a gas can, it will explode and cause damage to all of the
objects within a certain distance around the player, while also setting them on fire. Such
explosions may of course cause chain reactions, setting off other objects that explode
and so forth.


Glass


The player will be able to destroy some glass windows, but some glass will be impervi-
ous to damage. Breakable glass will sustain a number of projectile shots, each creating a
hole in the glass, before the entire window finally shatters to the ground. Walking on
broken glass will cause Torque to leave bloody footprints behind him as if he had walked
through a puddle of blood. See the Fluid Effects section for more information on
footsteps.


Effects

A number of effects will be central to creating the believable and frightening
game-world ofUnspeakable. The effects that are relevant to game mechanics are
described below.


Lighting


Lighting will be a huge part of creating a frightening environment inUnspeakable,
where seeing a creature half in darkness will be far more frightening than seeing it in
full light.
Lighting will also be used to influence the movement of creatures in the levels. A
number of the creatures have an aversion to the light, and will do their best to avoid it.
Thus, by turning all the lights on in a particular area, the player will potentially be able
to prevent certain creatures from attacking him.
The player will be able to turn on and off many light sources via light switches,
which will be used in a realistic and logical way (light switches placed next to doors),
while simultaneously supporting fun gameplay (the lights will be broken in rooms
where that leads to more compelling combat). Some lights will be set up on a timer,
where a number of lights will stay on for a certain amount of time before their circuit
breaker shorts and the player must go reset it. Lights will also be susceptible to being
shot out or destroyed in explosions. Since generally more light is better for the player,
the player will need to be careful where he shoots and what he blows up in order to
avoid destroying the lights.
Of course the player’s Flashlight is a major source of light in the game, and the
player will need to use it effectively to survive. Consult the Flashlight section of this
document for more information. The player will also find high-powered spotlights,
which he can mount and use as a more effective flashlight. Consult the Mounted


612 Appendix B: Sample Design Document:The Suffering

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