Game Design

(Elliott) #1

  • Small Bottle of Dozak: Looks like a small bottle of pills one purchases at a
    pharmacy, with the prescription and medication instructions written on its side.
    Restores 20% of the player’s health.

  • Large Jar of Dozak: Looks like a large glass jar of the type a pharmacist would
    use to fill prescriptions, with a large label on its side. Restores 50% of the player’s
    health.


Flashlight and Batteries


The Flashlight is a special-case item and will be the player’s most-used item through-
out the game, since it allows him to navigate the dark world ofUnspeakable. The player
will always be able to turn the Flashlight on and off by pressing the Flashlight button.
Turning the Flashlight off when it is not needed is necessary since the player will have a
limited amount of battery life. Picking up the Flashlight and its batteries is similar to
the player’s mechanic for picking up weapons and their ammo: for every Flashlight the
player finds after the first one, the player will be able to remove the batteries from it and
store them for later use.



  • Flashlight: Is a military-style “clip-on” flashlight that Torque will attach to his
    shirt. Has a silver, ribbed look popular in flashlights from the 1950s.

  • Batteries: Appears as a D-cell sort of battery, though it will be unrealistically large
    to make it clearly visible to the player.


Maps


The player will find maps throughout the game that will help guide him through the
environments. Maps may cover a specific area of the game or, at one point, the player
finds a map that provides an overview of the entire island. Maps appear in the world as
folded-up “roadmap” style maps, though they are not colorful beyond pure functionality.
The maps the player can find include:



  • Carnate Island Map: Provides an overview of the entire island.

  • Death House Map:Has a separate map for each floor of the building, but not
    including the basement.

  • Prison Map: Provides an overview of the entire prison, but is not especially
    detailed and does not include the basement.

  • Asylum Map: Has a separate map for each floor.

  • Clem’s Map: Provides a map of the Woods, the Beach, and the basement of the
    prison, with Clem having marked numerous locations.

  • World War II Fort Map: An old layout of the Fort as it existed when it was
    operational during the war.

  • Town and Docks Map: Does not include the cave entrance the player must find in
    order to return to the Lighthouse.


Quest Items


There are various items that the player will find throughout the game which he will
need to pick up in order to solve puzzles in order to progress in the game. These items
will typically stay in the player’s inventory until they are successfully used, at which


Appendix B: Sample Design Document:The Suffering 621

Free download pdf