Game Design

(Elliott) #1

Unknown: Should some items be randomized: ammo quantities/amounts, weapon
placement, puzzle part placement, health pack placement (can be overridden, of
course).


Flashlight

Early in the game the player finds a flashlight, which he will use extensively to illumi-
nate his way through the game-world. The player is able to toggle the Flashlight on and
off pressing the Flashlight button. It will be to the player’s advantage to turn the Flash-
light off when he doesn’t need it because the Flashlight continually uses up the charge
of its battery. As the Flashlight loses its charge, its range gets shorter and it becomes
dimmer in both brightness and color. Eventually, the light is quite dim, though it never
goes out completely. If the player finds additional batteries or already has them in his
inventory, they are inserted into the Flashlight as soon as it starts going dim.
The Flashlight automatically shines in the direction the camera is facing, creating a
spotlight on the surfaces ahead of the player. This means that as the player pitches the
camera up and down, the light automatically moves with it. This is also true in Examine
Mode and when using a mounted weapon. In each, the light shines directly at where the
camera is pointing. Visually, the Flashlight appears clipped on to Torque’s shirt, so the
light emanates from a chest height. It is necessary for the Flashlight to be clipped on to
the player’s shirt to free up his hands for using weapons. The light is not in any way
blocked by Torque or any of his weapons.
Because of their aversion to the light, the player will be able to frighten away some
monsters by shining a light at them. This will not make the player invulnerable to their
attack, but it will make his life significantly easier. Of course, once the light gets dim-
mer as its battery life is nearing its end, the Flashlight will be a far less effective tool for
scaring away creatures.
The Flashlight can be triggered to be broken in certain situations, according to the
needs of the gameflow. In these situations the player will completely lose the ability to
use the Flashlight and it will disappear from his inventory. The player will only regain
the ability to use his Flashlight when he finds another one.
When the Flashlight is in use, a small Flashlight charge bar will show up as part of
the in-game HUD. The bar will indicate how much charge is left and will change color
once the Flashlight starts becoming dimmer. The HUD element will also show a num-
ber that will communicate how many spare batteries the player has for the Flashlight.


Map

Unspeakablewill include a map system that will help the player navigate the environ-
ments in the game. As the player navigates the game-world, he will come across map
items that Torque will pick up. Maps may be for the area the player is currently in, for an
upcoming area they will need to explore, or potentially for a location they have already
been to, with such maps revealing hidden areas he might have missed. There will be no
maps available for some areas of the game. The player will also find an overview map,
which provides a view of the entire island of Carnate.
The player will be able to pull up the map at any time by pressing the Map button.
Once in Map Mode, the game is paused, and the game-world is no longer visible. Map


608 Appendix B: Sample Design Document:The Suffering

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