Gameplay Mechanics
- While in the strait jacket, player will only be able to walk.
The player will start the game waking up in his cell. He will still be in a straight jacket which will limit movement. The initial objective of the player is to get out of the straight jacket.
- Dizziness will make the player sway from side to side.
The player will continually have to deal with boughts of dizziness due to the drugs running through their system. Dizziness will cause the player to sway from side to side, restrict movement and delay the players vision. The only way to combat these effects is to take medicine which will be mentioned further on.
- Player will have to switch between flashlight and weapon.
The player will only be able to wield one item at a time. The flashlight, or one of the two weapons available. The aim of restricting the persons use of a weapon and light source is to instill fear and panic.
- Flashlight will flicker and go out. It will need to be shaken to light up again.
The flashlight will act like the battery is going low. It will fade in and out. Sometimes go out completely resulting in the player having to shake it to get the light back on.
- There will be no HUD.
A lack of a HUD is to ensure that there is nothing on the screen to distract the player from the game. This will allow the player to have a more emursive experience.
- Player will have to check the gun manually for ammo.
Due to the lack of a HUD, the player will have to manually check the gun to see their ammo level. What this means is that a specific key will be assigned to pulling up the gun, opening it up and looking inside at the rounds still in the chambers. The player will not need to do this, however, reloading the gun with ammo still in it will result in the player loosing those bullets. Due to the scarcity of ammo, it is however recommended that the player checks because wasted ammo could result in a shortage, which could make the game harder to complete.
- Health will be indicated by the screen going red.
A common technique used in many of the games today is that when injured, the screen starts going red. The more injured the player gets, the darker read it gets and the player will start experiencing dizziness and lack of co-ordination. This technique results in the lack of need for a HUD, as discussed above. The player will need to find a safe place to recouperate.
- Two types of drugs will be available, painkillers and meds.
For situations where the player needs to regenerate their health quickly, there will be a few limited injections of morphine which will remove the pain from the player returning their character to "full health". Also available will be capsules of medication which will be used to delay the dizziness which will re-occur in specific intervals. This technique has been used in the recent and very good Far Cry 2 in which the player has to constantly take medication for malaria.