Sunday, 28 November 2010

Mechanics

Physics:
Gravity and weight applies in the game world much like our own. Objects have weight which is reflected if the player picks them up. For example if something is heavy the player will walk slower. The character may also lose his breath if he Is carrying the object fro a long period of time. Objects that are too large or too heavy cannot be moved by the player such as cars or trains. The characters abilities will reflect real life to a certain extent such as the height for the character too jump and the speed he can run. These abilities can be exaggerated but not to the point of being unrealistic.
Time moves faster in the game world for example an hour could be a minute, or a day could be an hour for example. This means more can happen in the game world over a long period of time in the game but the progression for the player will be faster.

Movement:

The character has three different movement cycles which are changed by how hard the analogue controller is pushed by the player consisting of creep, Jog and sprint. These different movements are necessary for the interactivity of the game. The player may need to sneak up on a guard and creeping is the only way of doing this, or he may need to escape from a guard which is when sprint will be used. Sprint can only be used for a certain amount of time before the character becomes tired. Jog will be used for general movement in the game.
The character can also lunge from side to side by a press of a button. This will be useful to avoid obstacles or traffic for example. It will mainly being used when being chased or in a combat situation. 


Hand to hand Combat: 

The characters movement will change when he enters a combat situation. He will automatically target the closest enemy and face them. The character will then side step to face the enemy at all times. Buttons that were used for shooting now become close combat buttons. The player can punch and kick and grapple the enemies. Flicking the analogue will allow for the player to choose which enemy to face. A button will also be used for the player to escape the combat situation and run.
If the player is not facing an enemy they are more likely to attack or grab the character. If the player is grabbed he can kick other enemies that attack him but he will have less accuracy. The player will then have to break from the guard holding him.
The hand to hand combat situation will only occur if no weapon is selected and the player wishes to fight that way.

Gun combat:
If a character has a gun selected it can be aimed using the back left button on the controller. This will move the camera into the first person view where the player has a better view of the enemy. Often the gun will have a sight which makes aiming easier such as a red dot. When aiming if it is near an enemy the gun will focus automatically on the nearest enemy. The player can then aim using the right analogue stick.
The choice of weapon will change the distance that it can fire, rate of fire and the power. When the player goes into the selection menu they can view these properties of the guns that they have. These properties are shown by percentages. For example the m16 has 50% fire rate but has 90% power. The player can always have a primary weapon selected and a secondary which they can change to by a press of a button. This change is faster than reloading which is a good tactic to use if you are low on ammo with enemies approaching. 

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