**NOTE**: Due to Blogspot not allowing me to copy + paste my neat tables of priority listings (which is in red, orange and green) I have had to resort to copying the writing only with no tables attached.
Priority list- manmade environment
High Priority
Berlesque House
Repair Shop/ Stall
Entrance Bridge
Safehouse
Rebellion Hideout
Gang Members hideout
Medium Priority
City Walls
Low Priority
Light Posts
Telephone Cable Posts
Destroyed Cars
Destroyed military vehicles
Makeshift Shanty town area
Wednesday, November 10, 2010
Game Genres
3. Question: How does a game’s genre affect the way its levels and environments are
designed? Choose one level from three different games—each from a distinct
primary genre—and compare how these levels are designed with regard to
setting, goals, puzzles, and risk–reward system.
Answer:
1. Strategy
Warcraft 3 is the best known Strategy based game, this type of game is ecstatically pleasing to the sky down view because since the units of the game are smaller and the map can be explored by the player quickly (instead of FPS which can take forever to travel 5km by foot in game). For this game the goals vary but most of them revolve around getting to a certain section in the map to finish the level, other goals may include time levels where the player either has to accomplish the goals within the limit or has to survive for said amount of time. The risk reward system is balanced out, such as, if the player encounters a large group of enemies that may be medium, the enemies will drop valuable items that the player can use since it may be difficult to do this, whereas singular easy/ medium enemies won’t drop anything or will drop something minor (unless it helps progress to another section of the level). Bosses will have a high risk reward ratio, since they are the most difficult to defeat and they will have items of great value in this level. Some levels may include puzzles such as finding your way through dungeons and caverns which act as mazes, or flicking switches for certain doors that will allow the player to continue. A strategy game such as this is set in a fantasy land with creatures and being that would not exist in this world, though this is common for many strategy based games, there are some that revolve around historical armies, such as age of empires or command and conquer. But like all strategy based games, the cost system is the common type and uses gold for spending on workers and soldiers and wood for resources for building buildings.
FPS
First person shooters are ecstatically pleasing for the first person perspective because it gives a sense of realism. The most well known FPS would be the Call of Duty series, the most favoured being Call of Duty Modern Warfare (and Modern Warfare 2) since they come with settings that would allow the players character to play the game with the players character taking and dealing damage like actual warfare. The strategies are realistic too as players make decisions that can be similar to official military strategists, which involve strike points for air strikes, calling in helicopters, acquiring U.A.V. support, in battle strategies involve placement of claymore mines, firing through walls and killing the enemy, throwing grenades into areas that will kill an enemy or cooking it to try and get a quick kill (cooking meaning pulling the pin and holding the grenade until the last second). The genre of this game is set in the modern time using modern military warfare which people can understand how the military works in combat and during training and a basic grasp on how the enemy tactics work. The goals for this game would be to reach the designated zone on each map as they have the keys to finishing the levels, each zone will vary, from retrieving secure and secret dossiers, to meeting up with the rest of your team after being separated, getting through enemy lines to get to a pick up spot, climbing to a high point for sniper assassinations etc. There aren’t any puzzles for this game type as it is all about reaching critical areas and killing the enemy along the way, however they do have tactic testing as the player will need to think on how to use stealth to slip past patrolling enemies, using stealth to kill enemies to progress further without alerting nearby enemies and other similar tests. The risk reward system is different between multi player and single player, single player is being able to finish the level using tactics that can keep the player on edge and aware, in multi player, defeating other enemies who may be more skilled than said player will yield achievements that will allow the player to have access to player mods, weapons and upgrades.
Puzzle
There have been numerous game that have incorporated the use of puzzles to test the users creativity rather than their skills at strategy and shooting or cutting up enemies. Though games that are puzzle based straight up can grab an audience's attention for a time, however, the ever popular shoot- 'em- up games take the lead for the gaming community. However, with this being said, there have been actions games, Shoot-'em-up or hack and slash that have incorporated puzzles into their game to make things more interesting and to keep the player on edge and to use their creative reasoning to try and reach the goal of the area. 2 types of these games that do this are the 'God of War' series who use puzzles such as pushing a box to a certain section of the room to allow the player to climb to safety before punji sticks spring up from the ground and kill the player. Or the Metal Gear solid series where the player must use stealth and problem solving to get to the goal undetected by stationed guards, or getting past security cameras, these puzzles are useful to put into games such as that so that shooting or cutting up enemies doesn't get boring and repetitive.
designed? Choose one level from three different games—each from a distinct
primary genre—and compare how these levels are designed with regard to
setting, goals, puzzles, and risk–reward system.
Answer:
1. Strategy
Warcraft 3 is the best known Strategy based game, this type of game is ecstatically pleasing to the sky down view because since the units of the game are smaller and the map can be explored by the player quickly (instead of FPS which can take forever to travel 5km by foot in game). For this game the goals vary but most of them revolve around getting to a certain section in the map to finish the level, other goals may include time levels where the player either has to accomplish the goals within the limit or has to survive for said amount of time. The risk reward system is balanced out, such as, if the player encounters a large group of enemies that may be medium, the enemies will drop valuable items that the player can use since it may be difficult to do this, whereas singular easy/ medium enemies won’t drop anything or will drop something minor (unless it helps progress to another section of the level). Bosses will have a high risk reward ratio, since they are the most difficult to defeat and they will have items of great value in this level. Some levels may include puzzles such as finding your way through dungeons and caverns which act as mazes, or flicking switches for certain doors that will allow the player to continue. A strategy game such as this is set in a fantasy land with creatures and being that would not exist in this world, though this is common for many strategy based games, there are some that revolve around historical armies, such as age of empires or command and conquer. But like all strategy based games, the cost system is the common type and uses gold for spending on workers and soldiers and wood for resources for building buildings.
FPS
First person shooters are ecstatically pleasing for the first person perspective because it gives a sense of realism. The most well known FPS would be the Call of Duty series, the most favoured being Call of Duty Modern Warfare (and Modern Warfare 2) since they come with settings that would allow the players character to play the game with the players character taking and dealing damage like actual warfare. The strategies are realistic too as players make decisions that can be similar to official military strategists, which involve strike points for air strikes, calling in helicopters, acquiring U.A.V. support, in battle strategies involve placement of claymore mines, firing through walls and killing the enemy, throwing grenades into areas that will kill an enemy or cooking it to try and get a quick kill (cooking meaning pulling the pin and holding the grenade until the last second). The genre of this game is set in the modern time using modern military warfare which people can understand how the military works in combat and during training and a basic grasp on how the enemy tactics work. The goals for this game would be to reach the designated zone on each map as they have the keys to finishing the levels, each zone will vary, from retrieving secure and secret dossiers, to meeting up with the rest of your team after being separated, getting through enemy lines to get to a pick up spot, climbing to a high point for sniper assassinations etc. There aren’t any puzzles for this game type as it is all about reaching critical areas and killing the enemy along the way, however they do have tactic testing as the player will need to think on how to use stealth to slip past patrolling enemies, using stealth to kill enemies to progress further without alerting nearby enemies and other similar tests. The risk reward system is different between multi player and single player, single player is being able to finish the level using tactics that can keep the player on edge and aware, in multi player, defeating other enemies who may be more skilled than said player will yield achievements that will allow the player to have access to player mods, weapons and upgrades.
Puzzle
There have been numerous game that have incorporated the use of puzzles to test the users creativity rather than their skills at strategy and shooting or cutting up enemies. Though games that are puzzle based straight up can grab an audience's attention for a time, however, the ever popular shoot- 'em- up games take the lead for the gaming community. However, with this being said, there have been actions games, Shoot-'em-up or hack and slash that have incorporated puzzles into their game to make things more interesting and to keep the player on edge and to use their creative reasoning to try and reach the goal of the area. 2 types of these games that do this are the 'God of War' series who use puzzles such as pushing a box to a certain section of the room to allow the player to climb to safety before punji sticks spring up from the ground and kill the player. Or the Metal Gear solid series where the player must use stealth and problem solving to get to the goal undetected by stationed guards, or getting past security cameras, these puzzles are useful to put into games such as that so that shooting or cutting up enemies doesn't get boring and repetitive.
Games from 80's, 90's and 2004
2. Question: Play three games—one from the 1980s, one from the 1990s, and one
released after 2004. Compare and contrast how levels and environments are
designed in all three games.
Answer 1980: Pac man- This game was very basic but very effective... It is a 2-D side view platform, which has different level’s and only uses pixels and sprites for the characters. However it is the same design of level with the exception of the enemies/ “Ghosts” being faster with each progressing level. The environment is the same level over and over after each level, it is just a maze which has 2 paths leading off screen, which unfortunately send the player to the other side (e.g. If the player goes into the left screen path, they will come out of the right path.
Answer 1990: Small Soldiers- This was a 3-D environment that uses 3-D characters too. The levels used nothing organic and was either rock, wood or metal and flat. The Game play was mostly shooter, however it did involve some puzzle solving as the player would need to think about how to overcome obstacles
Answer 2004: Unreal Tournament 2004- This game is a large FPS that uses 3-d environment which also includes organic models and textures unlike the previously listed game “small soldiers”. The game play has no story line to it, as all it is, is shooting the hell out of the computer and winning the match to progress further. There is no thinking to this game, such as overcoming obstacles or solving puzzles, only if you enjoy shooting people in the virtual world, then you can go all out to your heart's content.
released after 2004. Compare and contrast how levels and environments are
designed in all three games.
Answer 1980: Pac man- This game was very basic but very effective... It is a 2-D side view platform, which has different level’s and only uses pixels and sprites for the characters. However it is the same design of level with the exception of the enemies/ “Ghosts” being faster with each progressing level. The environment is the same level over and over after each level, it is just a maze which has 2 paths leading off screen, which unfortunately send the player to the other side (e.g. If the player goes into the left screen path, they will come out of the right path.
Answer 1990: Small Soldiers- This was a 3-D environment that uses 3-D characters too. The levels used nothing organic and was either rock, wood or metal and flat. The Game play was mostly shooter, however it did involve some puzzle solving as the player would need to think about how to overcome obstacles
Answer 2004: Unreal Tournament 2004- This game is a large FPS that uses 3-d environment which also includes organic models and textures unlike the previously listed game “small soldiers”. The game play has no story line to it, as all it is, is shooting the hell out of the computer and winning the match to progress further. There is no thinking to this game, such as overcoming obstacles or solving puzzles, only if you enjoy shooting people in the virtual world, then you can go all out to your heart's content.
Tuesday, November 9, 2010
N.P.C's
Rutalian Elite Soldier; these soldiers are one of the higher division of soldiers within the Kingdom Army, they are trained to be the best marksmen in the world with any kind of weapon, but they are also trained in C.Q.B. (Close Quarter Battles) which deals with hand to hand or using their 2 handed swords. Their uniforms are light- medium armour; they wear chest plate that protects the ribcage, with pauldrons (shoulders), bracers, light armour on their legs, neck protection, light abdomen plating that looks like a six pack and a full helmet with a main, single optical lens that also uses night vision, thermal vision and ultra violet vision, and 3 smaller lenses on the side of the helmet for aiming guns, the helmet is also fitted with a gas filter.
Rough Sketch

Refined Drawing

Final Image

Wasteland Citizen; the clothing of the wasteland citizen is that of the salvaged look, their clothing is taken from whatever can be found in the ruins of the town, they wear multiple layers of clothing to protect themselves from the dust storms that are frequent from the aftermath of the battle that occurred there. They also wear clothing on their heads to avoid sand in their faces, many wear simple strips of cloth that make up a makeshift balaclava, but others also wear sunglasses or goggles to shield their eyes. The physical appearance of the people is that of malnutrition since there are few resources. The facial appearance of the men vary, but they all generally have 2 looks, the first is messy unkempt hair with roughly shaven/ unshaven faces and dirt smeared on them, the second is having rough shaved heads and rough shaved/ unshaved faces to try and keep their heads cool in the heat. The facial appearance of the women is generally alike, they all have messy, unclean hair and dirt smeared faces like the other citizens.
Wasteland Gang Member; the gang members are nearly parallel in appearance to the normal citizens, minus the gang tribal tattoos visible on their body which is exposed at all times to incite fear into the already fearful surviving citizens. The clothing that they wear is like the citizens, but their facial appearances are what gives away their identities, as many gang members have shaved heads (or skin heads) because their gang tattoos are etched on their heads and/ or faces, though there are a few who don’t have the skin head look, and opt for the unshaven, aggressive look, though their tattoos may be visible on their torso, one arm or both arms. And a majority of them carry a weapon on them at all times, which can range to a makeshift shiv to a metal pipe and even occasionally guns.
Mission Givers; the mission givers are put into 2 categories; the first are the main mission suppliers whose appearances are more cleaner than the citizens, since they are the authority of the town, they would live slightly more comfortably, the second type of mission suppliers are the citizens themselves who need a hand with something personal, the mission they give are optional to the player, though the rewards can help boost their character a little bit. The citizens are occasionally traps, as the gang members threaten to hurt them if they don’t get your attention, and with that the player would have to fight off a group of gang members (between 6- 8 should they get to a high enough skill level)
Rough Sketch

Refined Drawing

Final Image

Wasteland Citizen; the clothing of the wasteland citizen is that of the salvaged look, their clothing is taken from whatever can be found in the ruins of the town, they wear multiple layers of clothing to protect themselves from the dust storms that are frequent from the aftermath of the battle that occurred there. They also wear clothing on their heads to avoid sand in their faces, many wear simple strips of cloth that make up a makeshift balaclava, but others also wear sunglasses or goggles to shield their eyes. The physical appearance of the people is that of malnutrition since there are few resources. The facial appearance of the men vary, but they all generally have 2 looks, the first is messy unkempt hair with roughly shaven/ unshaven faces and dirt smeared on them, the second is having rough shaved heads and rough shaved/ unshaved faces to try and keep their heads cool in the heat. The facial appearance of the women is generally alike, they all have messy, unclean hair and dirt smeared faces like the other citizens.
Wasteland Gang Member; the gang members are nearly parallel in appearance to the normal citizens, minus the gang tribal tattoos visible on their body which is exposed at all times to incite fear into the already fearful surviving citizens. The clothing that they wear is like the citizens, but their facial appearances are what gives away their identities, as many gang members have shaved heads (or skin heads) because their gang tattoos are etched on their heads and/ or faces, though there are a few who don’t have the skin head look, and opt for the unshaven, aggressive look, though their tattoos may be visible on their torso, one arm or both arms. And a majority of them carry a weapon on them at all times, which can range to a makeshift shiv to a metal pipe and even occasionally guns.
Mission Givers; the mission givers are put into 2 categories; the first are the main mission suppliers whose appearances are more cleaner than the citizens, since they are the authority of the town, they would live slightly more comfortably, the second type of mission suppliers are the citizens themselves who need a hand with something personal, the mission they give are optional to the player, though the rewards can help boost their character a little bit. The citizens are occasionally traps, as the gang members threaten to hurt them if they don’t get your attention, and with that the player would have to fight off a group of gang members (between 6- 8 should they get to a high enough skill level)
Friday, October 15, 2010
In Game Controls
In Game Controls
The controls for the player are displayed on the image of the Xbox 360 controller below. The buttons may serve more than 1 action;
Right Trigger (RT), when it is tapped quickly once, it will made the players character perform a diving barrel roll/ evade to get them clear of an attack and when held down it makes the character go into sprinting.
The Left Trigger (LT) will open up a menu as long as the button is being held down, this menu will give 3 categories, each varying depending on what character was chosen.
James Shaden will have the categories of;
1. Powers (choosing ice attacks, water attacks or healing, all of which opens up another menu for these)
2. Protection (giving him the choice of a large ice shield when is used to ram down anybody in his path when sprint is held down, or armour which encases him in ice giving an ice human look.)
3. Weapon (Which lets the player choose which of his weapons to use)
Nicholas Rider would have;
1. Powers (manipulating the air creating dense air projectiles or
2. Agility (speeding himself up slowing down his perception of time making it easy for him to dodge incoming attacks and increasing travel speed.)
3. Weapon (Choosing which of Rider’s arsenal to use.)
Jason Dilby would have;
1. Powers (Being able create dark energy and consume people in it to regain energy or adding it to his attacks to increase damage)
2. Vision (Allowing Jason to go into multiple visions, such as thermal, energized or optic shine like Riddick from ‘Pitch Black’)
3. Weapon (Choosing whether Jason fights with his sword or his darkness swarmed left arm)
All Character Controls
The ‘A’ button lets the player jump.
The ‘B’ button lets the person grapple items/ people and throw them/ attack them or interact with mission givers and repair stalls.
The ‘X’ button engages hand based attacks.
The ‘Y’ button uses kick based attacks.
The directional pad is a shortcut to using the powers previously selected (left for powers, up for protection, agility or vision and right for Weapons). All power icons will be visible but the ones that don’t match the character will be left in gray and unable to be highlighted let alone used.
The Right control stick controls the players camera.
The Left control stick controls the characters movement.
The Right Bumper (RB) locks onto the players target.
The Left Bumper (LB) cycles through said targets that are in range.
**NOTE** Move and Jump were accidentally mixed, when I was making the button assignments.
My reason for most of the controls being set in the places, is that for A, B, X and Y, many actions games use those button assignments traditionally and they location of the buttons are also used on PlayStation controllers too.
1. A(Xbox) and X(Playstation) are used for the 'Jump' action.
2. X(Xbox) and O(Playstation) are used for actions/ interact/ pick up items.
3. B(Xbox) and Square(Playstation) are used mainly for 'Attack 1'.
4. Y(Xbox) and Triangle(Playstation) are used mainly for 'Attack 2'.
5. Left Control Stick for Xbox and Playstation both control character movement.
6. Right Control Stick for Xbox and Playstation both control the players camaera view.
As for the remainder of the assigned Controls, I had gone through a number of games and felt like their use of those controls did not suit the style of gameplay I was looking for, but the only one that comes close is the game "Prototype" which makes use of some of the controls similar to mine; such as the power menu button and the quick power select.
My reason for choosing game controls for Xbox 360 rather than Playstation 3 or PC are for 3 reasons.
1. Xbox 360 controllers are more comfortable to use (in my own personal opinion).
2. Playstation controllers L2 and R2 (comparable to LT and RT) require the buttons to be pressed in quite a bit as many of the Playstation 3 games require L2 and R2 to be this way (such as GTA 4's accellerating/ Driving forward in a vehicle whose speed reacts with how far down the button is pressed).
3. PS3 controllers are very sensitive and can ruin gameplay at times as I have tested at a friend's place who has a PS3.
Another Reason why the Xbox has been chosen over PC and PS3 is because PS3 games focus more on graphical games (meaning the PS3 focuses on games that have greater graphics that would be too much for the Xbox 360 and possibly PC just because of the 'blu-ray'). Xbox 360 has a lot of good games that focus on gameplay, and as a result are quite successful, as this game also focuses more on gameplay more than graphical effects.
The controls for the player are displayed on the image of the Xbox 360 controller below. The buttons may serve more than 1 action;
Right Trigger (RT), when it is tapped quickly once, it will made the players character perform a diving barrel roll/ evade to get them clear of an attack and when held down it makes the character go into sprinting.
The Left Trigger (LT) will open up a menu as long as the button is being held down, this menu will give 3 categories, each varying depending on what character was chosen.
James Shaden will have the categories of;
1. Powers (choosing ice attacks, water attacks or healing, all of which opens up another menu for these)
2. Protection (giving him the choice of a large ice shield when is used to ram down anybody in his path when sprint is held down, or armour which encases him in ice giving an ice human look.)
3. Weapon (Which lets the player choose which of his weapons to use)
Nicholas Rider would have;
1. Powers (manipulating the air creating dense air projectiles or
2. Agility (speeding himself up slowing down his perception of time making it easy for him to dodge incoming attacks and increasing travel speed.)
3. Weapon (Choosing which of Rider’s arsenal to use.)
Jason Dilby would have;
1. Powers (Being able create dark energy and consume people in it to regain energy or adding it to his attacks to increase damage)
2. Vision (Allowing Jason to go into multiple visions, such as thermal, energized or optic shine like Riddick from ‘Pitch Black’)
3. Weapon (Choosing whether Jason fights with his sword or his darkness swarmed left arm)
All Character Controls
The ‘A’ button lets the player jump.
The ‘B’ button lets the person grapple items/ people and throw them/ attack them or interact with mission givers and repair stalls.
The ‘X’ button engages hand based attacks.
The ‘Y’ button uses kick based attacks.
The directional pad is a shortcut to using the powers previously selected (left for powers, up for protection, agility or vision and right for Weapons). All power icons will be visible but the ones that don’t match the character will be left in gray and unable to be highlighted let alone used.
The Right control stick controls the players camera.
The Left control stick controls the characters movement.
The Right Bumper (RB) locks onto the players target.
The Left Bumper (LB) cycles through said targets that are in range.
**NOTE** Move and Jump were accidentally mixed, when I was making the button assignments.
My reason for most of the controls being set in the places, is that for A, B, X and Y, many actions games use those button assignments traditionally and they location of the buttons are also used on PlayStation controllers too.
1. A(Xbox) and X(Playstation) are used for the 'Jump' action.
2. X(Xbox) and O(Playstation) are used for actions/ interact/ pick up items.
3. B(Xbox) and Square(Playstation) are used mainly for 'Attack 1'.
4. Y(Xbox) and Triangle(Playstation) are used mainly for 'Attack 2'.
5. Left Control Stick for Xbox and Playstation both control character movement.
6. Right Control Stick for Xbox and Playstation both control the players camaera view.
As for the remainder of the assigned Controls, I had gone through a number of games and felt like their use of those controls did not suit the style of gameplay I was looking for, but the only one that comes close is the game "Prototype" which makes use of some of the controls similar to mine; such as the power menu button and the quick power select.
My reason for choosing game controls for Xbox 360 rather than Playstation 3 or PC are for 3 reasons.
1. Xbox 360 controllers are more comfortable to use (in my own personal opinion).
2. Playstation controllers L2 and R2 (comparable to LT and RT) require the buttons to be pressed in quite a bit as many of the Playstation 3 games require L2 and R2 to be this way (such as GTA 4's accellerating/ Driving forward in a vehicle whose speed reacts with how far down the button is pressed).
3. PS3 controllers are very sensitive and can ruin gameplay at times as I have tested at a friend's place who has a PS3.
Another Reason why the Xbox has been chosen over PC and PS3 is because PS3 games focus more on graphical games (meaning the PS3 focuses on games that have greater graphics that would be too much for the Xbox 360 and possibly PC just because of the 'blu-ray'). Xbox 360 has a lot of good games that focus on gameplay, and as a result are quite successful, as this game also focuses more on gameplay more than graphical effects.
Sunday, October 10, 2010
5 Objectives
Create at least 5 gameplay objectives relevant to your gameplay mechanics
1. Practice using powers (particle manipulation) against the Gang members that meet you at the town gate to try and kill you for your items.
2. Destroy Debris blockading the road; Make your way to Main Street but destroying the fallen debris blocking your path.
3. Interact with the main street guard to gain entry into that zone.
4. Use the characters skills and powers to defend the town against the small raid of gang members (must not let 10 citizens die)
5. Go to the burlesque house and talk to the de facto town 'Mayor' to initiate the chain of missions for the town before progressing to the new areas.
1. Practice using powers (particle manipulation) against the Gang members that meet you at the town gate to try and kill you for your items.
2. Destroy Debris blockading the road; Make your way to Main Street but destroying the fallen debris blocking your path.
3. Interact with the main street guard to gain entry into that zone.
4. Use the characters skills and powers to defend the town against the small raid of gang members (must not let 10 citizens die)
5. Go to the burlesque house and talk to the de facto town 'Mayor' to initiate the chain of missions for the town before progressing to the new areas.
Saturday, October 9, 2010
3 Gameplay Mechanics
2. Create at least three gameplay mechanics for your level. How do these
objectives relate to your original story idea?
a. Particle manipulation, this will let the players characters be able to control some of the particle effects (i.e. James Shaden’s manipulation of water, being able to turn it into ice or turn it into armour, therefore with any water particles near the character, they will be controlled. Nicholas Rider’s ability to manipulate the air, and with the level being set in such a dusty, ruined town, the dirt will be caught up in the attacks so it will show how much of the air is being used. Jason Dilby’s particle effects will originate from him since it is ‘shadow based’ and with it the character will be able to control these particles.)
b. Destructible environments, semi- destructible environments. With this game play mechanic, the fully destructible environments will be those of the minor items placed in to the level (i.e. cars, barrels, debris blocking the only path to the goal)
c. Interactive N.P.C’s; These N.P.C’s are split into 2 categories, these are main mission givers and optional side mission givers. The Main mission givers are found in the Burlesque house which is situated at the back of the town ruins, close to the safehouse/ save point and repair shop, these quest givers give missions that correspond with the players progress as they would need to finish a chain of missions from these N.P.C’s to progress to the next level. The optional side mission givers give the player a chance to do missions that would range from picking up something in one of the buildings to taking out a small group of gang members that may be attacking the area from time to time, but the player would get a few optional mission givers who are actually bait for the gang members to spring an attack on the player. There are unlimited side missions and about 10 main missions within the level before the next one can be taken under way.
objectives relate to your original story idea?
a. Particle manipulation, this will let the players characters be able to control some of the particle effects (i.e. James Shaden’s manipulation of water, being able to turn it into ice or turn it into armour, therefore with any water particles near the character, they will be controlled. Nicholas Rider’s ability to manipulate the air, and with the level being set in such a dusty, ruined town, the dirt will be caught up in the attacks so it will show how much of the air is being used. Jason Dilby’s particle effects will originate from him since it is ‘shadow based’ and with it the character will be able to control these particles.)
b. Destructible environments, semi- destructible environments. With this game play mechanic, the fully destructible environments will be those of the minor items placed in to the level (i.e. cars, barrels, debris blocking the only path to the goal)
c. Interactive N.P.C’s; These N.P.C’s are split into 2 categories, these are main mission givers and optional side mission givers. The Main mission givers are found in the Burlesque house which is situated at the back of the town ruins, close to the safehouse/ save point and repair shop, these quest givers give missions that correspond with the players progress as they would need to finish a chain of missions from these N.P.C’s to progress to the next level. The optional side mission givers give the player a chance to do missions that would range from picking up something in one of the buildings to taking out a small group of gang members that may be attacking the area from time to time, but the player would get a few optional mission givers who are actually bait for the gang members to spring an attack on the player. There are unlimited side missions and about 10 main missions within the level before the next one can be taken under way.
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