Player Movement
Unspeakablefeatures a free-roaming three-dimensional environment. The game con-
trols will allow the player to navigate their character intuitively and explore
Unspeakable’s game-world easily. All navigation inUnspeakablewill be “tight,” like that
found in games such asSyphon FilterorDrakan. This means that when the player
presses the control stick to the left, Torque will turn left immediately. There will be
next to no delay or lag between the player pressing a given action button and their char-
acter performing that action.
Basic Movement
The player navigates their character through the game-world using intuitive controls
for moving forward or backward and turning left and right. The left analog stick on the
controller will control moving forward and backward, and turning left and right. The left
directional-pad will duplicate these controls. The amount the player pushes forward or
backward will determine how fast the player character moves in that direction, from a
medium speed walk to a fast run. Similarly, the player character will turn at different
speeds depending on how much the stick is pushed in a given direction. As described in
the Camera section above, the right analog stick will be used for pitching up (if the con-
troller is pushed down) or pitching down (if the controller is pushed up). The degree of
pitch will be determined by the amount the analog stick is pushed in a given direction.
In one of the alternate control schemes, the player will be able to use the left stick to
move Torque forward and backward and strafe left and right, while the right stick will be
used for turning and pitching.
The player will be able to use the commands for moving, strafing, and turning in
combination to make their character perform logical actions:
- Move + Turn:The character turns while moving, moving along a parabola.
- Move + Strafe:The character moves diagonally, moving along a line.
- Turn + Strafe (Same Direction):The player moves in a circle facing outward.
- Turn + Strafe (Different Directions):The player moves in a circle facing
inward. Known as “circle-strafing.”
Aimed Weapon Movement
If the player presses and holds the Target button, Torque will raise his arms up to ready
his weapons for firing. Torque will automatically rotate his body and pitch his arms up
and down to point at the best target relative to his current position. (Auto-targeting is
described in detail below.) While in Aimed Weapon Mode Torque moves at a “fast walk”
and at a constant speed. When the player is in Aimed Weapon Mode the camera will stay
at the same rotation it was at when he pressed the Target button, and Torque will now
move relative to that camera’s position. Thus, if the player presses forward, Torque
moves away from the camera, pressing back causes him to move toward it, and pressing
left or right moves him left or right. The player is unable to turn Torque while in Aimed
Weapon Mode.
When in Aimed Weapon Mode, Torque will play one of five directional animations,
which correspond to the following directions: forward, right, left, back right, and back
left. Simultaneously, Torque will rotate his upper body to keep his aim dead on the
592 Appendix B: Sample Design Document:The Suffering