Game Design

(Elliott) #1

Killjoy is invulnerable to damage directly from the player. Though he is unable to
attack the player himself, he is able to indefinitely resurrect fallen creatures so they can
attack Torque for him. When the player fights Killjoy in the Asylum, the combat area
will include a number of Cartwheelers. These creatures provide the true threat to the
player’s health, and he will need to concentrate on keeping them at bay. As the player
kills them, however, Killjoy will run up to them (if they are not too close to the player)
and return them to the living by performing a quick operation on them. During this bat-
tle, Killjoy hangs back behind the other creatures.
Killjoy is not exactly mentally stable himself, having delusions of his own grandeur
and fame, as the statue of himself he had erected on the Asylum’s lawn will testify. Dur-
ing his life Killjoy was fixated on film stars and fame, and bought projection equipment
to film the treatment of his patients. Killjoy became delusional, believing that his filmed
“performances” were beloved by audiences of millions when in fact no one at all
watched them. When the player encounters Killjoy in the game, he is still extremely
narcissistic and obsessed with his own status as a superstar.


Horace


[...]


Hermes


[...]


The Black One


[...]


Friendly Characters

Humans


Humans are important characters in theUnspeakablegame-world and will be key to
communicating the story. Humans have a realistic, believable appearance, which con-
trasts with the stylized creatures the player must kill. Humans come in two forms —
guards and prisoners — but both manifest the same behavior.



  • Guards: Guards tend to look tough and physically imposing, though not
    excessively muscular. Guards appear in the game with multiple flesh tones and
    with slightly different texture sets for their clothing. They can also be visually
    differentiated by their attachments (hat, etc.).

  • Prisoners: Prisoners appear in appropriate prison uniforms, and are a bit larger in
    size and stature than the guards, but are also not too large. Like the guards, texture
    variations provide them with a variety of flesh tones and slightly different clothing.


Movement


The human characters move through the game-world as the player will expect a human
to. They are able to go anywhere Torque does, including up stairs and ladders, though
they will not be able to jump. Human characters are able to move slightly faster than
Torque and thus will be able to follow behind him without getting left behind. Con-
versely, they will be able to slow down their speed in order to lead Torque somewhere
without leaving him behind.


628 Appendix B: Sample Design Document:The Suffering

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