Pac-Man: World's End gdd



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2.3Character Overview

2.3.1.The Enslaver

The Enslaver is the protagonist of the single-player game, a preternaturally strong and agile character with the ability to raise, command and mutate the dead.


He begins the game as a normal human being, the commander of an eco-activist cell breaking into a secret lab facility of The Prometheus Corporation.
Captured by Prometheus during that break-in, he is taken prisoner, experimented upon and becomes the test subject for ‘The Enslaver Project’.
The Enslaver, whilst beginning with noble human intentions, emerges as a primal and rage-filled creature of vengeance. His motivation, reasoning and moral judgement become progressively more twisted as the game progresses.


2.3.2.Devastating Attacks & Agile Movement

The Enslaver has access to a wide range of combat attack moves that, combined with his incredible strength, can be used to both fight enemies and defend against multiple opponents. In addition to incredible ferocity in combat, the Enslaver is extremely agile, able to leap or drop huge distances. He moves at speed through the environment, gracefully avoiding objects that would impede a normal human.


New combat moves will be awarded and agility enhanced with each Genetic Upgrade collected by the Enslaver. He gains different and more damaging attacks and greater strength, in addition to being able to jump much higher or longer distances.


2.3.3.Enslaver Progression

The Enslaver will pass through three stages of transformation as he finds and collects three Genetic Upgrades hidden within the single-player game. The Genetic Upgrades are found within Prometheus lab facilities that are scattered throughout the city districts. When one is activated, the Enslaver will automatically mutate to the next stage. The player will not be able to progress forward to game completion unless they have collected each Genetic Upgrade.


Enslaver Stage I: The Enslaver’s base stage at game start. The player possesses the Mutate I command (Mutate into Runner).
Enslaver Stage II: When the player has found a second Genetic Upgrade, the Enslaver will undergo the second Stage transformation. There will be distinct physical changes to the character’s appearance and the Enslaver’s health & Mutation Gauge energy totals will increase. In addition, the Enslaver’s animation routines will change, helping to maintain player interest. Finally, the player will gain the Mutate II command (Mutate into Bloater).
Enslaver Stage III: When the player has found a third Genetic Upgrade, the Enslaver will undergo the third Stage transformation. There will be definite physical changes that represent increased health and abilities, and a further increase to the Mutation Gauge. New animation routines will be introduced so that the visual interest is maintained. In addition, the Mutate III command will have been unlocked (Mutate into Shredder).
Enslaver Stage IV: When the player has found the final Genetic Upgrade, the Enslaver will undergo the fourth Stage transformation. Further physical changes visually match up with increased heath and abilities. The Mutate IV command (Mutate into Monster) will unlock and the Enslaver will be able to command and mutate a huge horde.



2.4Zombies


Zombies are the Enslaver’s weapons and ammunition type. They are essential to achieving goals and objectives. The Enslaver has the ability to infect any dead body simply by killing them, which will then join his zombie horde. Further, if there are any spaces available in the horde, any opponent killed by most zombie types will automatically rise from the dead as a Shambler and join the player’s army.

2.4.1.Zombie Types/Mutations

The Enslaver has both the ability to command zombie units, and mutate zombies in the horde into more dangerous or tactically advantageous zombie types. The Enslaver has a limited amount of ‘Mutation Energy’ that can be spent on mutating zombie units. The amount of Mutation Energy spent depends on the number of zombies mutated, and the zombie type they are transformed into. Zombie types that are higher up the mutation scale take greater energy to create than those that are lower on the mutation scale. When the Enslaver runs out of Mutation Energy, no further zombies can be mutated until the gauge regains enough energy units.


Whenever a zombie unit is killed, a small portion of the energy expended on it will return to the Mutation Gauge. Each time the player collects a Genetic Upgrade, the maximum energy level of the Mutation Gauge increases, allowing the Enslaver to mutate more zombies, or mutate zombies to higher levels.
There are five zombie types:


  • Shambler

  • Runner

  • Bloater

  • Shredder

  • Monster


Type 1: Shambler (Base Class)

These are the iconic Zombies, typical of those seen in the films of George Romero. Clumsy and slow, with little remaining intellect other than very base instincts, they only have one real interest…food. In their dead state they revert to little more than awkwardly motorised pieces of meat, whose sole motivation seems to be the consumption of warm, human flesh.




The commands of the Enslaver are best served when pointing the Shambler in the direction of their next meal. Whilst slow, clumsy and weak attackers, they are dangerous in large numbers and aggressively determined when in sight of food. Their main advantage is that it requires a headshot or removal of the head from the body in order to destroy a Shambler.


Further, Shamblers that originate from armed opponents will retain their weapons. They will attempt to use the weapons they are armed with when attacking, but such attacks will be relatively inaccurate and clumsy. The player may also possess Shamblers to manually fire their carried weapon from a first person viewpoint.


Type 2: Runner (Mutate Level I)

This is the modern man’s Zombie, and the first mutation step beyond the Shambler. Whilst not possessing any real intellect over that of the Shambler, they nonetheless have faster, more athletic mobility and animalistic attack co-ordination. In comparison to Shamblers, Runners are extremely aggressive and their rabid instinct is to kill first and feed second.


As opposed to the slow movement of the Shamblers, Runners move at a full sprint and can clamber over objects in order to get to their prey. Whilst very, very fast and agile, their main disadvantage is that a runner can be destroyed if enough damage is inflicted to ANY part of their body. This weakness balances them out when compared to Shamblers.

Unlike Shamblers, Runners are not capable of using weapons of any kind. An armed Shambler who is mutated into a Runner will drop the carried weapon as soon as the mutation process is complete. This further balances out the differences between the two base zombie types, and therefore requires the player to make a best judgement about which to use and when.



Type 3: Bloater (Mutate Level II)

The second mutate stage introduces the Bloater. As a corpse decomposes it releases gasses, which become trapped in the body. This causes the body to bloat to distended proportions. Whilst this may occur gradually during normal decomposition, the Mutate II command causes an instant bloat as the zombie unit fills to capacity with gasses. This zombie unit is slow to move, but deliberate in action. In addition to their grapple and bite attacks, they have one main special ability – they can explode!


When a Bloater reaches the position the player ordered it to attack, it will explode, spreading the infected gasses in a radius about it. This gas will infect any opponent within range who is not wearing breathing apparatus such as a gas mask.
Bloaters have fatty tissue all over their bodies, which affords them some degree of protection against attack, but once they suffer enough damage they will explode, initiating the gas attack.
Bloaters are tough but make poor combatants. Other than exploding and releasing the infection carried within them their attacks are relatively clumsy mauling and bashing attacks.
While their main role is to deliver an infectious explosion to the right place, not to fight enemies, It should be noted that the gas given off by an exploding bloater is inflammable. While an ordinary Bloater exploding will do a small amount of damage to anything inside its small blast area, if a Bloater is on fire will explode to a far more devastating effect.



Type 4: Shredder (Mutate Level III)

Mutating Zombie units into the third stage will transform them into Shredders. This mutation re-organises the dead flesh, constructing something altogether different, reconfiguring the zombie into a form that is much more suitable for hunting and killing efficiently. Further, the Shredder has the ability to adhere to sheer surfaces regardless of angle. Barriers therefore become much less effective defences against the Shredder class.


Although hard to target given their incredible speed, Shredders do not possess any kind of armour and if squarely hit can be taken down fairly quickly.
Shredders possess a unique type of vision that makes them capable of distinguishing between live and dead targets. Furthermore, their vision will show which enemy types pose threats that are greater than others. Shredders can be ordered to lurk on walls and ceilings, which will cause them to deliberately hide within the terrain. In this fashion, the Shredder can be used to ambush opponents.

Type 5: Monster (Mutate Level IV)

The ultimate in zombie mutations, the Monster, is a mass of fused and mutated dead flesh, built for a single purpose: destruction on a massive scale. Standing around 10 feet tall and rippling with dead musculature, the Monster can toss around heavy objects such as cars (or even tanks) without any real problem.


The Monster is incredibly destroy, with melee and low-end small arms attacks having relatively little impact. High-end automatic and heavy weapons fire will be needed to destroy a Monster. The main disadvantage of the Monster is that it is unable to infect the enemies that it kills and is incapable of thinking of anything beyond causing simple destruction, death and chaos.




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