- Maps: The player will find multiple maps for different locations in the game. Maps
are discussed in the Maps section of this document. - Quest Items: Including keys, mechanical components, and other objects the player
will need to collect in order to progress in the game.
The list of the specific items found inUnspeakableis discussed in the Resources section
of this document.
Item Placement
Items may be pre-placed in the game-world, sitting on the floor, on tables, or wherever
else is appropriate. Items may also be found inside of lockers or other storage devices,
with the player able to get to these items by opening them or destroying them. NPCs
may also drop items on death. Items will be rendered realistically in the world, though
the objects will be noticeable enough that the player will realize he can pick them up.
The player’s ability to notice game-world objects will be assisted by Torque turning his
head to look at items as he walks past them, a technique referred to as “item-look.” In
the case of multiple items, Torque will look at the item that is closest to his current
position. Torque will not look at items that he cannot currently pick up (such as a
weapon he already has and doesn’t need the ammunition from, or a health item when
his health is full). Torque will also not item-look at items while in Aimed Weapon Mode,
Insanity Mode, or First-Person/Examine Mode.
Item Pick Up
The player can pick up items simply by walking near them. The player will not neces-
sarily need to collide with an item to pick it up. Standing next a table, for instance, the
player will automatically pick up useful objects that are on top of the table if they are
within a reasonable reach of the player. No animation will be played for picking up
objects; it will simply immediately occur. A realistic sound will play to indicate an object
has been picked up. Also, on picking up an item, the in-game HUD will display the name
of that item and a close-up view of the object, so that the player will know he has picked
something up.
Picking up some objects will result in an immediate effect, such as the map
becoming available to look at or the player’s health increasing. Other objects, such as
the flashlight, batteries, ammunition, and weapons, will automatically be stored in the
player’s inventory, and will not automatically trigger anything to happen when they are
picked up.
The player will be prevented from picking up certain items if he has no need for
them at the time he comes close to them. For instance, the player will be unable to pick
up health objects if his health is already at maximum. Similarly, the player will not pick
up ammunition if Torque already has the maximum amount of that type of ammo. The
player will also not pick up weapons that he already possesses, though he will convert
weapons into ammunition where possible. In the cases where Torque does not need
such an item when he comes across it, the player will often be able to return to that
location later when he does need it.
In some cases, the player will need to collect multiple parts of a certain object.
Once the player collects all the necessary parts, the component items will disappear
from the player’s inventory and will be replaced by another object.
Appendix B: Sample Design Document:The Suffering 607