Pac-Man: World's End gdd



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2 Gameplay 6

2.1 Design Objectives 6

2.2 Gameplay Philosophy 7

2.2.1. Strategy 8

2.2.2. Tactics 9

2.2.3. Emergent Gameplay 11

2.2.4. Difficulty 11

2.3 Character Overview 12

2.3.1. The Enslaver 12

2.3.2. Devastating Attacks & Agile Movement 12

2.3.3. Enslaver Progression 12

2.4 Zombies 13

2.4.1. Zombie Types/Mutations 13

Type 1: Shambler (Base Class) 14

Type 2: Runner (Mutate Level I) 14

Type 3: Bloater (Mutate Level II) 15

Type 4: Shredder (Mutate Level III) 16

Type 5: Monster (Mutate Level IV) 16



2.5 Enemies 17

Civilians 18

Civilian Paramedics 18

Fire Crew 18

Media 18

Standard Police 18

Riot Squad 19

SWAT 19


Survivors 20

National Guard 20

Military 20

Omega Troops 21



2.6 Supporting Characters 22

2.6.1. The Voice 22

2.6.2. The Media Reports 22

2.7 Single Player Gameplay 23

2.7.1. Overview 23

2.7.2. Game Progression 23

2.7.3. Storyline 24

The Beginning 24

The Middle 25

The End 25



2.8 Tools/ Obstacles/ Consequences/ Rewards Lists 26

2.8.1. Tools 26

The Enslaver 26

Walk 26

Run 26

Climb 26

Jump (Enslaver Stage 1) 26

Jump (Enslaver Stage 2) 26

Jump (Enslaver Stage 3) 26

Jump (Enslaver Stage 4) 26

Drop Large Distances 26

Exploration 26

Possession 26

Attack and Infect 27

Attack but Don’t Infect 27

Guard 27

Mutate 27

Use/Fire Weapon (replaces Attack But Don’t Infect when using Shamblers with weapons) 27

Attack (replaces Attack and Infect for Monsters, who can’t infect) 27

Pick Up/Throw Object/Character (replaces Attack but Don’t Infect for Monsters – used to access Zombie Trebuchet feature) 27

Attack and Kill (replaces Attack but Don’t Infect) 27

Attack and Incapacitate (replaces Attack and Infect – either knocks enemies out, or ties them up depending on situation) 27

Perform Context-Sensitive Action (replaces Mutate) 27

Zombies 27

Explode Normal (releases gas and sends nearby characters flying, doing damage) 28

Explode Large and Infect (when dropped from great heights they explode with a larger radius of blast damage and infection) 28

Explode Large But Don’t Infect (when they die through Fire damage, the explosion is larger than normal, but the gas ignites, spreading like napalm, burning but not infecting) 28

Gas (released during an Explode Normal or Explode Large And Infect event) 28

Pick Up/Throw Object 28

Pick Up/Throw Enemy 28

Pick Up/Throw Shambler/Runner 28

Pick Up/Throw Bloater 28

Pick Up/Throw Shredder 29

Weapons 30

Pipe 30

Baseball bat 30

Golf club 30

Severed Limb 30

Chair 30

Etc. 30

Stimuli 31

Tactical Tools 31

Destroy HQ (reduces or stops deployment of unit types related to that HQ) e.g. 32

Police Station 32

Army Base 32

National Guard Base 32

Survivor Base 32

Fire Station 32

Hotel (Civilian “HQ”) 32

Destroy Supplies (lowers the technology level of weapons held by appropriate unit types) e.g. 32

Destroy National Guard Weapon Depot 32

Destroy Army Armoury 32

Destroy Police Weapons Locker 32

Destroy Vehicle Support (lowers the reaction rate of units deployed to other areas by Tactical Building) e.g. 32

Destroy Helipad 32

Destroy Fuel Supply 32

Destroy Hospital Garage Facilities 32

Destroy Army Depot 32

Destroy National Guard Garage 32

Destroy Fire Station 32

Destroy Communications Relay (reduces effectiveness on a local scale) 32

Destroy Communications Centre (reduces effectiveness of all relevant unit types) 32

Destroy Leader (reduces effectiveness of a unit, or units in area) 32

Destroy Light Source (all enemies not equipped with night vision goggles are much less accurate with their weapons in the dark, and cannot see visual behaviour triggers) 32

Instance-based (through Shredder shrieks, or actions of Activist members during intro level, applies to enemies already deployed in the world) 32

Location-based (through activities elsewhere, lower the spawnable resources available to a location; e.g. causing a disturbance at a strip mall attracts police backup, leaving the Police Station undermanned.) 32

Increase ERL 32

Conserve ERL (i.e. trying hard to keep the ERL low to make a section easier) 32

Circumvent ERL (by causing a disturbance to the local ERL, making people elsewhere think you’re nowhere near them, and then stealthily moving to an area where you aren’t expected, e.g. by a subway system) 32

Remove ERL Threat (by removing a resource that an ERL specifically summons) 32

Increase Fear Level 32

Increase Confidence Level 32

Create Over-Confidence 32

To open a pathway (including creating bridges between rooftops etc.) 32

To block pursuit 32

Mission Specific Tools 32

2.8.2. Obstacles 33

Terrain Obstacles 33

Indestructible, Non-Climbable Wall, e.g. 33

Bulletproof, shatterproof glass 33

Thick metal crate side 33

Metallic surface 33

Etc. 33

Indestructible, Climbable Wall, e.g. 33

Reinforced concrete 33

Terrain banking 33

Riverbank 33

Many building walls throughout game 33

Etc. 33

Destructible, Non-Climbable Wall, e.g. 33

Glass window 33

Thin metal barricade 33

Etc. 33

Destructible, Climbable Wall, e.g. 33

Chain link fence 33

Concrete wall 33

Wooden barricade 33

Etc. 33

Saloon car 34

Wooden crate 34

Golf Cart 34

Newspaper Dispenser 34

Hospital Gurney 34

Shopping Trolley 34

Trash Can (may have Fire Stimulus) 34

Communications Antenna 34

Etc. 34

Van 34

SUV 34

Ambulance 34

Humvee 34

Large wooden crate 34

Dumpster 34

Etc. 34

Delivery truck 34

Train carriage 34

Large Tank 34

Helicopter 34

APC 34

Water Tank 34

Etc. 34

Runoff Drain (as in Terminator 2 motorbike/truck chase) 34

Haha (in ornamental gardens) 34

In between rooftops of similar height 34

Etc. 34

Island Coast 34

Off sides of bridges 34

Stream in City Park 34

Ornamental Lake 34

Etc. 34

Requires Hacking skills of Activist) 34

Requires Hacking by The Voice 34

Requires opening from other side 34

Requires possession (player infects and then possesses a certain human character, such as a Corporation Scientist, whose handprint is needed to open a door. This doesn’t occur in places that the player must go, in case they kill the appropriate character – unless they can drag the body/limb from where it fell…) 34

Etc. 34

Enemies 34

Stimulus Obstacles 35

2.8.3. Consequences 36

2.8.4. Rewards 37

Enhanced Enslaver Powers 37

Increased jump height and distance 37

Stronger attack strength 37

Greater resistance to damage 37

Faster Health regeneration 37

Greater Fear characteristic 37

Increased Maximum Health 37

Increased Maximum Mutation Energy 37

Increased Zombie Influence Range 37

Evolving Enslaver models 37

Immediate visual reward 38

New animations for attacks and Instant Kills 38

New zombie types 38

Grants major gameplay additions up the game with each new upgrade 38

New individual zombie abilities 38

New tactics through endless horde diversity 38

New experiences through 1st person possession of new character type 38

Visual Reward – each Zone features unique buildings and architecture 38

Visual Reward - each District has entirely different atmosphere and appearance than previous areas 38

New Enemies – each District features brand new enemies, that look very different from one another, and use brand new behaviours and tactics to continuously offer entertaining challenges to the player 38

New Gameplay – architectural design of each District offers new challenges related to horde control and deployment 38



2.9 Multiplayer Gameplay 39

2.9.1. Overview 39

Game Types 39

Player vs. Ai (Cooperative) 39

Rules 40

Possession – allows dead players to watch through the eyes of any player still in the game. 40

Spirit Messaging – to allow for communication between ’dead’ players and those still alive. 40

Mechanisms 40

2.9.2. Online Experience 41

Player vs. Player. 41

Team vs. Team. 41

Cooperative missions (Team vs. AI). 41



2.10 Single Player Gameplay Example 43

2.10.1. Key to Diagrams 43

2.10.2. Gameplay Example Scenario 43

2.10.3. Walkthrough 44

2.10.4. Alternative Approaches 49



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