AvP key allocation, Fri Apr 15 13:36:48 1994
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All players
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U,D,L,R Move forward,back turn left,right
OPTION + L,R sidestep left,right
We were using 7,9 for sidestep left,right, but prefer the above idea. We could
allow both versions at once as 7 & 9 are not otherwise used - PLEASE COMMENT
*,# reset
8 map on/off
0 toggle all sounds on/off (not implemeted yet, I think Atari guidelines
are that 0 toggles music, we could implement this fine if you prefer, but
after all if the player wants to change music/sound they can use Pause
so 0 would be a nice way to let them shut the whole game up - PLEASE COMMENT)
- - -
*** NB: In current game OPTION is used like a shift key to allow a whole
set of debugging features which will not exist at all in the final game,
these keys are as follows -
1,2,3 - reset as human, alien, predator
4,7 - HUD bright up/down
5,8 - upper access code up/down
6,9 - lower access code up/down
A,B - change current level up/down
0 - show debugging coords and make score digits actually show player's energy
- - -
Pause - Pause game then access HUD brightness, sound volume & music volume
(when paused you press option and PAUSE icon is replaced by three
sliders, you change highlighted slider with up/down & slide the
slider with left/right - you un-pause by pressing pause again
whether sliders or PAUSE icon are on screen, you take sliders
away and stay paused by pressing option again)
Not decided - PLEASE COMMENT
Option 1:
Current version: the keyboard overlays for the human would need to keep
the numbers as well as the weapon icons because in the computer interface
section you use the numbers to navigate between screens
Option 2:
Redefine computer interface so that you highlight options using joypad
U,D and select highlighted option using FIRE; then the keypad overlays
don't need numbers on at all and we would probably remove the key numbers
which are currently on the HUD next to the weapons
HUMAN
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A - fire current weapon
B - open doors/operate lifts/enter airducts
C - launch grenades (pulse rifle only)
select weapon
1 shotgun
2 pulse rifle
3 flame thrower
4 smartgun
5,6 unused
7,8,9 see all player comments
PREDATOR
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A - fire current weapon for human & predator
B - open doors/operate lifts/enter airlock
C - select different targets for predator targetted weapons
(probably just the laser, even though the Predator disc is
'in reality' a smart, targetted weapon)
6 - change between Predator vision modes
select weapon
1 combi stick
2 laser weapon
3 smart weapon (disc)
4 knife punch
5 invisibility (current plan is you have to select invisibility which will bring up
predator wrist then press fire A and he will operate his wrist computer and go
invisible/go not invisible again) the Predator's arms will go translucent when
he is invisible
7,8,9 see all player comments
ALIEN
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Have not decided yet - PLEASE COMMENT
either:
A,B,C operate tail,bite,hand
or:
1,2,3 select tail,bite,hand
A - operate current selection
depending on choice just above either 1,2,3 or 1,2,3,4,5,6 are currently unused
7,8,9 see all player comments
The code is written to allow key remapping, but it would be very complicated with so many keys
to do a remapping screen which helps the player not to completely screw up the controls, I
would prefer fixed controls, just for this reason - PLEASE COMMENT
Some HUD comments:
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For predator punch and all three alien attacks the weapon charge does not make much sense right
now, but one possibility is to have the attacks get weaker if used a lot and recharge slowly
using these bars to show strength.
Predator score can either be as now, with a minus sign in front if -ve, or it could be changed
to something along the lines of HONOR:00000 or SHAME:00000 for +ve or -ve and maybe SHAME scores
could be in red. Some people here think the second idea is too comical. If you don't have a strong
opinion then leave us to decide this, if you do - PLEASE COMMENT.
Predator sound display will react to in-game sounds.