Player Guide: Difference between revisions

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==part 2 temp - helps edit==
==part 2 temp - helps edit==
=== Climbing and Jumping ===
* The player's direction of view can affect mantling - you can choose from more than one mantle, eg, facing a four poster bed you can mantle on to it. From the same position if you look up at its canopy then you can mantle on to that instead. If you find you can't mantle in a situation where you would expect to then you might be looking at another unmantleable edge without realizing it - so look up or down so you are looking at the edge you ''do'' want to mantle onto then try again.
* The player's direction of view can affect mantling - you can choose from more than one mantle, eg, facing a four poster bed you can mantle on to it. From the same position if you look up at its canopy then you can mantle on to that instead. If you find you can't mantle in a situation where you would expect to then you might be looking at another unmantleable edge without realizing it - so look up or down so you are looking at the edge you ''do'' want to mantle onto then try again.
* The player can mantle into low gaps automatically into a crouch.
* The player can mantle into low gaps automatically into a crouch.

Revision as of 10:34, 25 October 2007

Provisionally this is just a list of things that players possibly should know to be drawn upon nearer launch so nothing is overlooked. Please add anything you think they should know. To clarify - this is not a guide at the moment but a reminder list to making a possible guide.

  • Consideration need to be addressed to three audiences : Those familiar with Doom; those familiar with Thief, and complete newcomers who might not have any concept of mantling, rope arrows, stealth, importance of light gem, noise, etc. etc. I knew someone who had played Thief a few times but never knew what moss arrows were for.
    • If possible, an in-game tutorial (aka a training mission could well cover the basics)
  • Maybe the original T1/T2 player guide is worth a read to see what they thought essential to tell gamers?
  • Intro ?
  • install links re: Doom, DM, etc?
  • Tactics, strategy?
  • All controls (these might be covered in the main menu)
    • Especially...
  1. There is a separate control for frobbing items in the
  2. Rotate and pull towards and push away controls for carried objects
  3. Three ways to release a carried item depending on the object - 'Use' to release, 'Drop', or hold 'attack' for power through. An inventory, if it is droppable, can be dropped by first using the 'drop' control to 'carry' it and then 'use' or 'throw'.
  • Doors can be opened or closed partially using a second frob while it is opening or closing.
  • inventory: groups, etc.

part 2 temp - helps edit

Climbing and Jumping

  • The player's direction of view can affect mantling - you can choose from more than one mantle, eg, facing a four poster bed you can mantle on to it. From the same position if you look up at its canopy then you can mantle on to that instead. If you find you can't mantle in a situation where you would expect to then you might be looking at another unmantleable edge without realizing it - so look up or down so you are looking at the edge you do want to mantle onto then try again.
  • The player can mantle into low gaps automatically into a crouch.
  • The player can turn while mantling so continue scrambling up a side roof.
  • Bodies can be dragged but they can also be turned with careful manoeuvring.
  • How to Lockpick needs a good description.
  • You need only contact a ladder to get on it. If positioned correctly you should be able to walk off it or jump.
  • Unlike ladders, you cannot get on a rope just by contact. You need to get close then jump else jump at the rope. In other words you need to make contact while off the ground.
  • Rope arrows can be shot into moveables such as crates (at player's risk) and also over barriers such as ledges - they will then drape back down over those edges.
  • Not only ladders may be climbable - worth checking drainpipes, ivy, and anything that might be climbable in real life.
  • player cvars? (Any sensible option should be exposed in the menu. If this gets too crowed, a secondary, experts only menu needs to be created. Mucking around on the console is just really bad UI design)

....more to come.