addition to the meter going down, it will also pulsate to alert the player to his losing
health.
Inventory
Unspeakablewill feature a simple inventory similar to that found in games likeSyphon
FilterandMax Payne. The space that the items take up is not a concern and the player is
only limited in the amount of ammo he can carry, though even this is a fairly large
amount. This allows the game to maintain a fast and furious action component without
bogging the game down, while allowing for a variety of weapons to deepen the
gameplay. This system allows the player to never have to worry about managing inven-
tory and to easily switch from one weapon to the next without ever disrupting the
action. Once picked up, items can be used up and removed from the inventory, but the
player cannot drop them.
The player character will be able to carry one type of each weapon, though he will
be able to carry two pistols at once to allow for double-pistol combat. The player will be
able to carry a finite amount of each type of ammunition for a given weapon. If the player
attempts to pick up a weapon that he already possesses, the player will instead take the
ammunition, if any, from that weapon.
Selecting the Equipped Weapon
The player will be able to switch from the current weapon he has equipped to the next
type of weapon in his inventory by tapping the Inventory button. For the purposes of
the inventory, the game’s weapons are divided into the following groups:
- Melee: Including the Shiv, Fire Axe, and Stun Stick.
- Pistol: Including single- and double-pistol options.
- Shotgun: Including only the shotgun.
- Machine Gun: Including only the machine gun.
- Flamethrower: Including only the flamethrower.
- Thrown Weapons: Including the TNT Stick, the Concussion Grenade, the Molotov
Cocktail, and the Shrapnel Grenade.
When simply tapping the button, the player switches to the last used weapon of each
type above, not including the thrown weapons. In this way, the player will cycle through
all of their available weapon types in five presses of the button. The system will skip
weapons that do not have any ammunition, preventing the player from equipping them.
Instead of just tapping the Inventory button, the player will be able to press and
hold the Inventory button to bring up a visual display of the available weapons. The
weapon groups listed above will be displayed horizontally across the screen, with col-
umns of each type of weapon. While holding down the Inventory button, the player will
be able to navigate these weapons by pressing left, right, up, and down on the direction
pad or with the left stick, stopping on the weapon he wants to use next. The player can
scroll left and right to select another weapon type, or up and down to select a weapon
within a group. The player will also be able to choose single or double pistols using this
interface, both showing up under the pistol type. This system functions much like the
one found inMetal Gear Solid 2. Weapons that have no ammo will still be displayed in
Appendix B: Sample Design Document:The Suffering 605