Copyright Pivotal Games © 2002S:\tom_phd\ge\Great_Escape_Design.doc
The Great Escape
Based on the film by John Sturges and the novel by Paul BrickhillVersion 6.3
V5.1 Added deliberate throwing of objects to make a noise 18/4/02V5.2 Simplified strangle attack, older version in new 2
pass design section 29/05/02V 5.3 Stamina Bar Removed, not stamina ins game now 05/06/02V 5.4 Final Score System RemovedV 5.5 Addition of Movie Replay Option and Time Trial 16/07/02V 5.6 Changes to difficulty, distractions, action icon functionality and console messages. 16/07/02V 5.7 Added xbox controls 05/08/02V 5.8 Added button bashing design 05/08/02V 5.9 PC & xbox controls (with alternatives and PS2 Alternatives) added 19/08/02V6.0 Added end level design.V6.1 Added Sitting CodeV6.2 Updated PC Keyboard Contols.V6.3 More updated controls for PC,PS2 andxbox. 22/01/03
Version 5 (26/02/20)Motorbikes
- Addition of motorbike design.
– it was felt that these did not offer enough flexibility and if given a better camera anglewould replicated the function of the camera overseeing the distraction and stealth cameras, so wasremoved. Distractions still remain.
Placement of Stooges and Distractions Gone
– Most levels had an optimal place that stooges anddistractions could be placed, it was felt that offering ‘dummy’ placements simply tricked the player into placing their resources in bad positioning, so confused the game.
Fly through replacing cinematic cut-scenes for Mission Briefings
– Cut scenes need to providemore in the way of geographical information about events. Mission briefings will no longer becinematic events in a hut, but will feature a fly-though of the level with a voice-over explaining themission.
Character Choice Gone
– Missions will offer more playability if tailor-made for each character.Missions will no longer have the choice for character and will have the gameplay optimised for thecharacter that will be undertaking the mission.
– The AI system has been re-designed to a more intuitive ‘character’ or unit basedmodular system to improve the predictability of the AI units from the player’s perspective.
– Climbing up on walls means there are too many opportunities for the player to gointo places they aren’t wanted in! This means it’s hard to funnel gameplay and makes the game less astealth event and more a ‘Tomb Raider’ platform game. To restore focus, this aspect has beenremoved. The player will still be able to get onto roves etc, but will be done by climbing on boxes etc.
Addition of Compass/Threat Information
– It was felt that the game was very difficult and the player needs feedback on the AI, view-cone state and position of the enemy units in the game. Theaddition of these systems to the interface will provide the player with this information.
Update of Visibility and Hearing
– This change is to account for the changes to AI.Tomas Rawlings30/09/2009Page 1 of 39