Game Development Reference
In-Depth Information
If you have seen any images of astronauts working outside of a space station, you
should be familiar with such types of apparatuses. It looks like a very massive knap-
sack with some maneuvering engines and life support systems. Astronauts control
them using joysticks and buttons placed on special racks.
In the game, the AMU is a little more futuristic. It features faster engines, a special
visual system based on advanced artificial intelligence (known as HUD), various
useful support systems, and of course, it carries some tools that can be used as
weapons as well. The protagonist is one of the starship engineers. He works in the
13th crew, and his identification number is 37.
After the attack, the 37th Unit is a little bit damaged. All internal systems will be in
order soon after the automatic maintenance, but one detail will be kept unchanged:
a heavy fragment has hit the space helmet; so, a crack has appeared in the glass.
It is not strictly dangerous, but gives some sense of suspense by illustrating the fact
that the astronaut is fragile, and he is protected only by a thin shell that can be easily
destroyed. This is also a way to add some individuality to the Unit. The cracks make
it special. Another advantage is a break of symmetry. A character that consists of
two identical parts is always perceived to be a little bit unnatural and boring (unless
it is a ceramic vase). Always try to think of such fragments of the design. Tiny details
may turn the visual look into a little story. They can even be the integral part of the
plot that are being used in some future twists, for example, Elizabeth's little finger
covered by a thimble in a gorgeous game Bioshock Infinite from Irrational Games .
This unusual detail is perceived by a player all over the game looking like an original
fashion accessory, but then the true meaning is exposed very dramatically. A tiny
design idea produces a very powerful story effect.
The Unit may move in many directions. It has several maneuvering engines; so, it is
quite a brisk machine. The only point is a little inertia. It cannot change the vector of
movement at once; so, there is always a little delay in turns; the fly is always smooth
withoutbrokentrajectories.Suchspecialtymakesthebehaviormorenaturalistic,and
adds some reasonable difficulty to the game. The player has to calculate some ac-
tions in advance. For instance, the player has no opportunity to stop the Unit dead.
Still, there is no friction in space, and he needs to turn on the reverse engines to
compensate the motion.
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