Thursday, April 30, 2009

They're waiting for you Gordon...in the test chamber...

"Week 2 - post 3"

HOW TO TEST IT…

(please refer to the "P.P. BOMB" post below for design details. Click the picture for a larger image)

The game is based off of one six sided die and a series of conditions based off of number ranges. The player (while on the ground / walking) has free reign of movement, (they do NOT roll the die to move).

The player can only jump 2 squares straight up. The one they are initially on and the one directly above it. When jumping forward, they can jump to the adjacent square. If there is “land” anywhere in the next square the player will land there.

The dino's position is updated every time the player "moves". That is, the player cannot simply state that they are moving to the cliff and attempting to jump. This would be considered two moves, one, to move to the cliff face, the other, to jump.

The dino's position updates according to how many positions the player moves, and continues to patrol the area it's in (once the dino hits the edges of the screen it turns around and goes the other direction).

The player has to be within 2 spaces to fire/shoot the dino (left, up, right, firing positions).

The player can only shoot directly up and in front of themselves; the player needs to roll a 4 or higher in order to successfully tame and mount the dino.

Once mounted, a timer starts (in P.P. version, there are 15 seconds of total riding time while each space on the map represents 3 seconds of travel time) and the player has a choice to exit (this level demo) or explore.

When the player is riding the dino "they" have free reign of movement as well.

Picking up the "food" gives the player an extra 2 seconds of control over the dino mount. If time expires before the player reaches the exit the player then falls back to the ground (or into the pit) and the dino resets its position and must be re-tamed.

The food however does not reset, similar to the air cans in doom 3. They help the player get through situations without oxygen but are not required to get the player to the goal.

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