Game Design

(Elliott) #1

Melee Weapons


With the melee weapons, the player will be able to attack repeatedly without the
weapon ever running out of ammo or breaking. Melee weapons each have a variety of
attacks for the player to perform with them, which is varied based on how many times
the player presses the button and how heavily they press the analog button. Melee
weapons will vary their effectiveness and the effectiveness of their different attacks by
a number of factors.



  • Damage:Different weapons and attacks will have the potential to do more or less
    damage to the object they hit.

  • Ready Time:Different weapons take different amounts of time to draw the weapon
    from the player’s inventory.

  • Speed:Certain attacks will be quicker for the player to perform than others.
    Typically this will be inversely proportional to how much they do.

  • Motion:The visual appearance of the attacks the player does will be unique for
    each type of melee weapon.

  • Range:The player will have a slightly bigger swing with some weapons than with
    others, and as a result will be able to hit enemies at a greater distance with different
    weapons and different attacks.

  • Stunning:Heavier attacks with heavier weapons will be more likely to knock back
    or stun an enemy than other attacks.


Consult the Resources section of this document to see how these different weapon
attributes apply to the different weapons in the game.


Projectile Weapons


When using a projectile weapon the player will automatically fire at what he currently
has auto-targeted. If the player does not have the Target button held down when he
presses fire, Torque will immediately be placed into Aimed Weapon Mode and will stay
in that mode for several seconds after the firing is completed. When forced into Aimed
Weapon Mode in this manner, the game will also auto-target an enemy for the attack to
be aimed at, in the same manner as if the player had been pressing and holding the Tar-
get button.
Projectile weapons will vary their effectiveness in a number of key ways:



  • Damage:Different weapons will do different amounts of damage to the targets they
    hit.

  • Secondary Damage Effect:In addition to doing damage to what they hit, some
    projectile weapons will have a secondary damage effect such as catching
    something on fire.

  • Ready Time:Like melee weapons, different weapons will take a different amount of
    time for Torque to get ready.

  • Single Shot or Continuous Fire:Some weapons will be able to fire a continuous or
    near-continuous stream of projectiles while the player holds down the Fire button,
    while others will just fire a single shot.


Appendix B: Sample Design Document:The Suffering 597

Free download pdf