Game Design

(Elliott) #1

Weapons section of this document for more information.


Fire


Objects and characters inUnspeakablecan be set on fire by a variety of sources. They
may be already on fire when the player finds them, they may be ignited by the player’s
weapons (such as the Molotov Cocktail or flamethrower), they may be set off by explo-
sions (such as a gas can exploding), by the creatures themselves (such as the Inferna),
or as part of scripted events. Any object that is on fire may set other objects on fire, so
that if a chair is on fire and an NPC moves too close to it, that NPC will be set on fire as
well, or vice versa.
Fire will burn for a specified amount of time (depending on the intensity of the fire),
and then go out, though some fires will be set to burn continuously. As fires burn, they
will inflict damage on the object that they are attached to, unless that object is resistant
to fire damage. Damage will be specified on a per-second basis.
In some special cases, NPCs will spawn out of large fires. So if the player creates a
large blaze with his own weapons or through shooting some explosives, in certain areas
the player will now have to contend with additional creatures spawning out of those
fires. The creatures that spawn out of fire will be impervious to damage from the fire
while spawning.
For certain NPC enemies, once that creature is set on fire, its movement will
become more chaotic while taking burning damage, though it will continue to attack
and pursue the player. For friendly human NPCs, once set on fire they will go into a
frantic version of their fleeing behavior. All NPC characters once set on fire will have
custom screaming sounds to communicate that they are taking damage by the second.


Fluid


Unspeakablewill include dripping water, blood, and other fluids to create atmosphere in
the game. Fluids will also be able to create pools, which will have a variety of important
effects on the game mechanics. Pools may be flammable (such as gasoline), so if the
player shoots or brings fire next to them they will ignite. When the player walks
through pools he will leave fluid-appropriate footprints behind him for a small number
of steps, with the footsteps themselves fading away over time. Pools will also be capa-
ble of spawning certain enemy NPCs. Pools can be created dynamically, either
appearing after a rainstorm or from the blood of a killed creature.
Streams of fluid will also be used aesthetically. However, if a thick enough stream of
water is poured onto a fire, the fluid will extinguish that fire.
Unspeakablewill also include bodies of water, such as the ocean that surrounds the
island and the rainwater that fills up the quarries. Creatures will tend to either stay out
of this water completely or completely ignore it, depending on their behavior. The
player’s interaction with water is described in more detail in the Player Movement
section.


Weather


Over the course of the game, the weather effects will vary from a clear night, to light
rain, to a ferocious downpour. As it rains, the rain may collect in pools of water on the
ground, as described above. The rain will be accompanied by lightning bolts and other
storm appropriate effects.


Appendix B: Sample Design Document:The Suffering 613

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