Game Design

(Elliott) #1

Attacking


When the player attacks with a certain weapon, the controller will play a vibration for
that attack. When melee weapons connect with their target, another, heavier vibration
will be played. The types of vibrations the different weapons will use can be found in the
Resources section of this document.


Landing


Whenever the player lands from a fall, a landing vibration will be played, with the vibra-
tion varying depending on the height of the fall.


Environment


Certain places in the environment will trigger the controller to vibrate. For instance,
being next to a large generator while it is on will cause a light rumbling. This will be set
up as the levels are created.


Controls Overview............................

References in the Game Mechanics section of this document have been made to vari-
ous buttons but not their configuration, since that may differ from platform to platform.
This section lists the actual button mappings for the game.


PlayStation 2 Default:


Directional Pad & Left Stick: Player moves forward/backward and rotates.
Right Stick: Player pitches and rotates.
X: Jump (pressure sensitive for height of jump)/Escape Immobilization
SQUARE: Attack (pressure sensitive for type of attack)/Escape Immobilization
TRIANGLE: Use/Insanity Mode (while in Aimed Weapon Mode)
CIRCLE: Throw Grenade


L1: First Person (modifier)
R1: Target (modifier)
L2: Flashlight on/off
R2: Next Weapon/Inventory (modifier)


SELECT: Map
START: Pause Game Menu


PlayStation 2 Alternate Controls 1: Dual Analog


Direction Pad & Left Stick: Player moves forward/backward and strafes left/right.
Right Stick: Player pitches and rotates.


X: First-Person Mode
SQUARE: Flashlight on/off
TRIANGLE: Use
CIRCLE: Inventory


616 Appendix B: Sample Design Document:The Suffering

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