Deep Down: Unterschied zwischen den Versionen
K
→Spielemechaniken
Zeile 69: | Zeile 69: | ||
'''Core Mechanics:''' | '''Core Mechanics:''' | ||
The main Core Mechanics include the walking mechanic, the item interaction, and the collection of light sources. The character moves around by floating above the seabed | The main Core Mechanics include the walking mechanic, the item interaction, and the collection of light sources. The character moves around by floating above the seabed. It is possible to float faster by using the sprint mechanic, but the character does not have any jump mechanics. When it comes to interactions the character can read descriptions of items and/or listen to voice recordings. Optionally, the character can pick up certain items to use them later in the game. | ||
'''Core Rules:''' | '''Core Rules:''' | ||
[[Datei:Deep Down Game Design Diagram.png|mini|405x405px|Game Design Diagram]] | [[Datei:Deep Down Game Design Diagram.png|mini|405x405px|Game Design Diagram]] | ||
The most important Core Rule is to collect light sources, which are placed on the map, to refill the “Glow-Meter” health bar. Once the bar is empty the character will stop glowing and will be reset to the | The most important Core Rule is to collect light sources, which are placed on the map, to refill the “Glow-Meter” health bar. Once the bar is empty the character will stop glowing and will be reset to the last spawn point. To advance in the story you have to interact with items you find, which will give you more and more information about humanity and lead you through three areas of history. | ||
'''Character and Resources:''' | '''Character and Resources:''' |