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== Controls ==
 
== Controls ==
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:::::::::::::http://people.rit.edu/jam2707/xodev/screens/tutorial_monitor.gif
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http://people.rit.edu/jam2707/xodev/screens/tutorial_dpad.gif http://people.rit.edu/jam2707/xodev/screens/tutorial_buttons.gif
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=== Title Menu ===
 
=== Title Menu ===
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http://people.rit.edu/jam2707/xodev/screens/menu_title.gif
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:The first thing to note is the game version you are working with. This is located to the bottom right of the screen and looks like "v 1.00.000".
 
:The first thing to note is the game version you are working with. This is located to the bottom right of the screen and looks like "v 1.00.000".
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=== Stats / Inventory ===
 
=== Stats / Inventory ===
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http://people.rit.edu/jam2707/xodev/screens/menu_stats.gif
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:The purpose of the stats / inventory menu is to view the player’s current game statistics. This includes items such as money, items equipped, inventory, health points, or any other stat tied to the character.
 
:The purpose of the stats / inventory menu is to view the player’s current game statistics. This includes items such as money, items equipped, inventory, health points, or any other stat tied to the character.
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== Traveling System ==
 
== Traveling System ==
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http://people.rit.edu/jam2707/xodev/screens/travel_empty_room.gif
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:While in a room, players can change the direction they are facing (orientation) and choose the direction in which to travel. Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before traveling through them.
 
:While in a room, players can change the direction they are facing (orientation) and choose the direction in which to travel. Players can move freely from room to room provided there are no locked doors along the way. These will require keys to be obtained first before traveling through them.
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== Combat System ==
 
== Combat System ==
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http://people.rit.edu/jam2707/xodev/screens/combat_basic.gif
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http://people.rit.edu/jam2707/xodev/screens/combat_basic.gif http://people.rit.edu/jam2707/xodev/screens/combat_victory.gif
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=== Cutscenes ===
 
=== Cutscenes ===
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http://people.rit.edu/jam2707/xodev/screens/combat_tutorial.gif
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:Cutscenes interrupt the game in order to explain something to the player. They often contain hints as to where to go or what to do next and are very helpful. They also progress the story arc. Cutscenes merely ‘pause’ movement while a message or action happens. The player then resumes control.
 
:Cutscenes interrupt the game in order to explain something to the player. They often contain hints as to where to go or what to do next and are very helpful. They also progress the story arc. Cutscenes merely ‘pause’ movement while a message or action happens. The player then resumes control.
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=== FMC (Full Motion Comic) ===
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=== FMCs (Full Motion Comics) ===
    
:Full motion comics are videos that interrupt the game to solely progress the story arc and generally handle more important events that are happening. Most games have full motion video (FMV), which do the same in a more cinematic format. Fortune Hunter utilizes a comic book style cinematic sequence for a few reasons; it is a renowned art form and looks fantastic, it aids in reading skills and makes reading a pleasant task, it drastically cuts down on the game’s required hard disk space, and the FMCs can remain within the scope of the art style of the game. The full motion comics also have voice over, so the player is essentially being read to while the words are presented in speech bubbles.
 
:Full motion comics are videos that interrupt the game to solely progress the story arc and generally handle more important events that are happening. Most games have full motion video (FMV), which do the same in a more cinematic format. Fortune Hunter utilizes a comic book style cinematic sequence for a few reasons; it is a renowned art form and looks fantastic, it aids in reading skills and makes reading a pleasant task, it drastically cuts down on the game’s required hard disk space, and the FMCs can remain within the scope of the art style of the game. The full motion comics also have voice over, so the player is essentially being read to while the words are presented in speech bubbles.
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== HUD - Heads Up Display ==
 
== HUD - Heads Up Display ==
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http://people.rit.edu/jam2707/xodev/screens/map_mini.gif http://people.rit.edu/jam2707/xodev/screens/map_macro.gif
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:The heads up display in this game consist of few, simple elements. While in the world travelling from room to room, the player will have a travel indicator. This is a mini map on the lower left screen showing the players current location and orientation as well as rooms that were previously visited. The player also has the ability to view a larger scaled visual of this map so they may see a larger area of play. The player is represented by an arrowhead within the room and the door in which they came from has a light blue rectangular marker. Also, while travelling, the player has a vitality indicator. This shows the player’s current health status as either danger (red), fine (yellow), or good (green). This lets the player know what shape they are in just in case of another enemy encounter. Finally, there is a text feed of the area on the bottom of the screen, telling the player of any abnormalities or hinting them in the right direction for any given room.
 
:The heads up display in this game consist of few, simple elements. While in the world travelling from room to room, the player will have a travel indicator. This is a mini map on the lower left screen showing the players current location and orientation as well as rooms that were previously visited. The player also has the ability to view a larger scaled visual of this map so they may see a larger area of play. The player is represented by an arrowhead within the room and the door in which they came from has a light blue rectangular marker. Also, while travelling, the player has a vitality indicator. This shows the player’s current health status as either danger (red), fine (yellow), or good (green). This lets the player know what shape they are in just in case of another enemy encounter. Finally, there is a text feed of the area on the bottom of the screen, telling the player of any abnormalities or hinting them in the right direction for any given room.
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