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Development:The Simpsons: Hit & Run/The Simpsons Hit and Run 2

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This is a sub-page of Development:The Simpsons: Hit & Run.

Hmmm...
To do:

Finish documenting worlds.doc

Fix any spelling problems for clarity and accuracy.

The folder contains two files. These being one called Combat.doc and Worlds.doc With both being made on the same day and having a few basic ideas for a follow up game.

Combat.doc

In this document it outlines ideas for a far more fleshed out combat system. They planned to expand on the retail games system of kicking and implement a more fleshed out combat system that the player could use.

Guardians

The document specifies that the AI can function as "Guardians" during combat. The document never goes on to outline what "Guardian" behavior would entail beyond a single mention that they could tackle you.

Players combat

The word document outlines what moves the player would be able to perform in the sequel and how these could potentially be implemented. It seems that the games combat system was more built with the idea that the player could be an aggressor but would not have much ability to do it. And the combat would be more based around using the environment to delay your attackers instead of outright attacking them.

It is specified that the player would have a single kick that would appear more like a jumping kick when it is used. This is the only form of attack the player would have and specifically states that they should not have more offensive moves. The document also outlines that this attack could be used to delay attacks from other opposing NPCs. Specifically outlining a situation where it is used to stun a "Krustylu" in order to enter a building.

-	What you can do to NPCs:
o	Hit a stationary NPC (before chase) to get a head start; e.g., hit Krustylu guard to knock him down, then run in

It also states that you could hit a chasing NPC to slow them down with the risk of them potentially countering it and tackling you instead. Which could then be avoided by jumping.

There is also extensive documentation on how the player could use the environment in combat encounters.

  • The player could hit an object into an enemy in order to slow them down.
  • Heavier objects like a Garbage Can would be able to stun enemies for a period of time.
  • Buttons that would release traps were also specified. These being things like a Garbage Truck releasing Garbage.

It also outlines that characters would have character specific moves. With all of these being specified in this bullet point list.

Related documents - Moveset
-	Character-specific moves will be useful in evasion gameplay, some might be combat  in nature:
o	E.g., maybe only Homer can do the stomp, to destroy large obstacles that are blocking you (at the cost of time)
o	Maybe Lisa can roll through small openings
o	Bart could rail-slide
o	Apu or Marge can glide (using his meditation)
o	Etc.

It also documents that a player would also be able to tackle NPCs although for what purpose is not specified.

It is specified that at some points the player would serve a similar function to the NPCs. With mission ideas being outlined where the player has to chase things like escaped monkeys much like how the NPCs do to the player.

NPC Behavior

It also outlines how the NPCs must act during combat. It ends up giving more detail to how the NPCs would fight the player over how the player can fight the NPCs.

The document specifies that the NPCs can not only run, but they would need to run faster than the player. This is the most that it states about this

The NPCs would also have the ability to jump and edge hang. Although it is specified that they could not use this jump to avoid a players tackles they can use it to avoid environmental objects used against them. It also states that a double jump could also be possible for NPCs to use but was not decided on at that time.

It specifies that if a cop is able to tackle you then you will be "busted" which would most likely work the same way that it does in the first game. If the previously mentioned Guardian NPCs tackle you then you will get a game over and be offered to restart the level.

NPCs would be able to use the same environment obstacles you can use on them against you and probably be able to cause the same effects to the player that the player can cause to them.

Worlds.doc

In this document it goes over exactly how the world would be designed for The Simpsons Hit and Run 2. And is more detailed than the one for combat mechanics.

Grid Worlds

It is specified that the world should be organized into something that is called a "Grid World". The first game does do this by loading only chunks of a map as the player is driving through them but this may be referring to something not related to how the game loads data.

These are the bullet points that it states it would allow

  • More choice in the world and a greater sense of freedom.
  • Exploration.
  • Multiple paths to solve a mission.
  • A larger world.
  • World as playing field of events/landmarks.
  • What people expect - GTA3, Getaway.
  • Remove the 200m sightline restrictions.
  • No loading screens.
  • More memory for other issues (cars, characters ect)

It then goes on to state what will be used to achieve all of these.

  • Cell based loading system.
  • LOD
  • Design as a series of moments vs sequence of events.

It is then followed by a section labeled "How" where it talks about how to achieve these

  • Landmarks get distributed more evenly throughout the world.
  • No more zones/rails (specifically states these as being low in Simpsons content).
  • Design as a collage
  • Subdivide the world into a series of "distracts" to avoid monotony
  • How do we control the player when we need more control? Dynamic blockades, AI that blocks routes (is this ok?) – We need to research how GTA3 does this with missions.
  • How do we limit choice when we need to?
  • What is our mission style?
  • Difficult when missions are so landmark dependent.