Gameplay Mechanics 27/06/2012 00:36
NOTE!! All titles contained within double inverted commas “ “ are
working titles that are subject to change.
All titles contained within single inverted ‘ ’ commas refer the to
the buttons found on an Xbox 360 controller.
NOTE!! (“Rift Mode” is initiated by holding down the RT button
which when held down allows the player to perform enhanced
attacks and special maneuvers when they press the right buttons
or sequence of buttons in rhythm with the beat of the music.
Initiating “Rift Mode” is essential to performing enhanced attacks
and maneuvers that can not be performed if the player presses
the right buttons in rhythm while not in “Rift Mode”-(Holding the
‘RT’ button)
“Rift Energy Meter” (Fix for potential game breaking use of “Rift
Attacks”, “Rift Blocks” “Boost Jumps”, and “Boost Dashes”) To be
applied to gameplay to restrict use of said abilities.
• The “Rift Energy Meter” is a meter split into four segments of which
each segment allows Caruso to perform 1 “Rift Attack” or “Rift
Block” or 1 “Boost Jump” or “Boost Dash”. For example when all
four segments of the “Rift Meter” are full Caruso can perform up to 4
“Boost Jumps” or “Boost Dashes” or up to 4 “Rift Attacks” or
“Rift Blocks” or any number of “Rift Attacks” “Rift Blocks”,
“Boost Jumps” and “ Boost Dashes” adding up to 4 in total.
• (for Example) 1 “Rift Energy Meter” segment = One “Boost
Jump” or “Boost Dash” or “Rift Attack” or “Rift Block”.
• When each segment of the “Rift Energy Meter” is used it will
gradually refill at a rate of 1/16th of a segment per beat of the music.
(subject to testing)
• “Rift Attacks” “Boost Jumps” and “Boost Dashes” cannot be
performed if none of the four segments on the “Rift Energy Meter”
are full.
• Each full segment of the “Rift Energy Meter” that is active for use
will flash or shimmer in time with the beat of the music.
• The “Rift Energy Meter” will Fill only one empty segment at a
time. For example, if the “Rift Energy Meter” is empty it will start to
fill the first segment until it has been filled before filling up the second
segment, and will only begin to fill the third segment when the second
segment is full and so on.
• The “Rift Energy Meter” will have a translucent meter that will fill
from the very left (beginning) of each empty segment that is in the
process being filled to the very right (end). This happens in the space
of 1 beat of the music’s BPM. Each time the translucent meter
reaches the (end) of the segment that is being filled. 1/16th of the
meter will fill with a coloured opaque bar until the segment is full.
(1/6th is an estimate subject to testing and possible change).
• Running, Jumping, “Boost Jumping” and “ Boost Dashing”
• Pushing the ‘left stick’ slightly in any direction will make Caruso
walk in that direction.
• Pushing the ‘left stick’ fully in any direction will make Caruso run in
that direction.
• Running or walking off a ledge without holding down ‘RT’ will make
Caruso drop and hang off the ledge of a platform.
• While running towards the edge off a ledge, holding the ‘RT’ button
will initiate “Rift Mode”. While running forward with “Rift Mode”
enabled tapping the ‘LB’ button on a beat will initiate a “Dash” that
will make Caruso Jump forward automatically when he reaches the
edge of the of the ledge.
• Pressing ‘A’ while outside of “Rift Mode” (Not holding down ‘RT’)
will make Caruso perform a “ Basic Jump”.
• Pressing the ‘A’ button on a beat while holding RT will initiate a
“Boost Jump” that will allow Caruso to jump further than when
performing a “Basic Jump”. “Boost Jumping” while in the middle of
a jump will allow the player to increase the length that Caruso can
jump.
• Most Platforms in the game world are quite a distance from each other
requiring the player to successfully use the (Boost Jump) mechanic to
traverse the game world.
• To initiate a “Boost Jump” the player must either “Dash” of a
platforms edge by tapping ‘LB’ (within a “Beat Window”) while
holding down ‘RT’ making Caruso automatically jump of the platform,
or manually jump by pressing the ‘A’ button in a “Beat Window”
while in “Rift Mode” (enter “Rift Mode” by holding down the ‘RT’
button). While in the middle of the jump the player will need to press
the ‘A’ button within a another (beat window) to initiate another
“Boost Jump”, further increasing Caruso’s jump thus allowing him to
jump further to cross large gaps.
• Beat Window- refers to the brief period of time the player has to
initiate an action as a rhythmic beat plays in time with the tempo of
the music for it to be recognized as in rhythm thus adding to the
players rhythm combo meter.
(Boost Jump) and (Boost Dashing) Combos
• Performing “Boost Jumps” is only possible when the player taps the
‘A’ button on a beat while in “Rift Mode”. By Tapping the ‘A’ button
on beat in the middle of a jump, the player can potentially string
together an endless combo of boost jumps allowing Caruso to traverse
huge expanses to reach otherwise impossible to reach areas.
• Tapping ‘LB’ while in the middle of a jump will have Caruso Perform a
“Boost Dash” that will make him travel in a horizontal line through
the air, allowing him to travel through various narrow gaps and various
other Boost jump oriented puzzles as well perform air based evasive
maneuvers.
“Dashing” and “Boost Dashing” (Into Obstacles)
• Some environmental obstacles can be destroyed by “Dashing” and or
“Boost Dashing” into them.
• “Dash” into specific environmental obstacles by running towards them
and tap ‘LB’ in a beat window while holding down ‘RT’. This will allow
Caruso to “Dash” through the through the obstacle.
• Have Caruso perform a “Boost Dash” into an obstacle by first
performing a jump and then tap ‘LB’ in a “Beat Window” while
holding down ‘RT’ and moving the left stick fully in the direction of the
obstacle.
• “Dashing” (Into an Enemy)
• It is possible to “Dash” into an enemy by running towards them and
tapping ‘LB’ in a beat window while holding down ‘RT’. This will allow
Caruso to “Dash” through the enemy, knocking them down and or
stunning them in the process. (Note! Some enemies will be
immune to being stunned and or knocked down by “Dashing”
into them until certain conditions have been met).
• Attacking and Defending
• (Basic Attacks) can be performed by tapping either the ‘X’ button ‘Y’
button or ‘B’ button.
‘X’ button initiates a melee attack (Caruso’s sword keytar)
‘Y’ button initiates a ranged projectile attack (Caruso’s Pistol)
‘B’ button initiates a powerful special attack (Magical Attack)
NOTE!! ‘B’ button special attacks are only available to be
performed when at least “Rift Combo Level 1” is active.
• All attacks both “Light” and “Charged” that are performed outside of
“Rift Mode” inflict a minimal amount of Damage and are therefore
Classed as “Basic Attacks”.
Attacking using the face buttons without holding down RT will have
Caruso perform “Basic” attacks that inflict damage equal to the “Basic
attack” stats of whatever “Rift Combo level” Caruso is currently on.
(for example if Caruso is on Rift Combo Level 2 his “Basic attacks”
will inflict damage on enemies equal to his “Rift Combo Level 2”
“Basic Attack” stats, and if on Rift Combo level 3 his “Basic
Attacks” will be equal to his Rift Combo level 3 “basic attack”
stats.)
‘X’ button attacks are attacks performed with Caruso’s keytar. The X
button can be tapped to perform (light) quick strikes or held down
and released to perform (heavy) charged attacks.
‘Y’ button attacks are attacks preformed with Caruso’s Pistol. The ‘Y’
button can be tapped to perform (light) quick projectile attacks or
held down and released to perform (heavy) charged projectile
attacks.
‘B’ button performs a powerful “Special Attack” that only becomes
active when at least Rift Combo Level 1 has been activated.
• When “Rift Combo Level 1” is active and the “Special Attack”
Meter is filled past level 1, tapping the ‘B’ button will initiate a “level 1
Special Attack”.
(Attacking in “Rift Mode”)
• To enter “Rift Mode” hold the ‘RT’ button.
• Attacking within a “Beat Window” while in “Rift Mode” will initiate a
“Rift Attack”.
• “Rift Attacks” increase the damage inflicted on enemies and increase
the “Rift Meter” allowing the player gain “Rift Combo Levels” by
chaining together “Rift Attacks”.
• While in “Rift Mode”, attacking in rhythm within a “Beat Window”
to the beat of the music will fill up the “Rhythm Combo Meter” by a
quarter of a “Rift Combo Level” for “Light Attacks” and by Half of
a “Rift Combo Level” for heavy “Charged Attacks”. Each “Rift
Combo Level” that is activated from one to five will incrementally
increase the power of Caruso’s “Basic” and “Rift” attacks. “Rift
Combo Level Zero” Limiting Caruso to inflict the lowest value of
damage for both his “Basic” and “Rift” Attacks, and “Rift Combo
Level Five” Allowing Caruso to inflict the maximum value of damage
for both his “Basic” and “Rift” Attacks.
• Attacking outside of a “Beat Window” while in “Rift Mode” will
initiate a “Basic Attack” that will decrease Caruso’s “Rift Combo
Meter” by a Quarter of a “Rift Combo Level” for “Light Attacks”
and by Half of a “Rift Combo Level” for heavy “Charged Attacks”.
• Attacking outside of a “Beat Window” while in “Rift Mode” will inflict
the same damage on an enemy as attacking outside of “Rift Mode”.
Therefore it is classed as a “Basic Attack”.
(Locking Onto Enemies)
“Reticule”
NOTE!! (The “Reticule” is a crosshair like icon in the center of
the screen that assists with aiming and allows the player to
lock onto enemies when pointing it at them.)
• (With “Hard Lock” turned Off) The “Reticule” will “soft Lock” onto
the enemy or targetable object it is pointed at, to assist the player in
aiming and targeting. Use the ‘Right Stick’ to point the “Reticule” at
another enemy to “Soft Lock” onto it.
• To manually “ Hard Lock” onto an enemy tap ‘RB’ when the
“Reticule” is “Soft locked” onto them.
• Tap ‘RB’ again to turn the “ Hard Lock” Off.
• (When “Hard Lock” is turned On) Hold The ‘RB’ button and use the
‘Right Stick’ to cycle the “Reticule” through any other enemies and
targetable objects in range. Release ‘RB’ to “Hard Lock” onto them.
• (When “Hard Lock” is turned On) Flicking the ‘Left Stick’ forwards,
backwards, left or right will make Caruso perform a “Strafe Jump”
in that direction.
Strafing (Strafe Jump and Strafe Boost)
“Strafe Jump”
• A “strafe Jump” is a small evasive jump Caruso performs only
when “Hard Locked” onto an enemy or targetable object.
• A “Strafe Jump” can also be used to quickly close the gap on an
enemy as well as various other uses in combat.
“Strafe Boost”
• When “Hard Locked” onto an enemy or targetable object and holding
‘RT’, flicking the ‘left stick’ forwards, backwards, left or right
within a “Beat Window” will initiate a “strafe Boost” Making Caruso
perform an evasive move similar to a “Strafe Jump” that makes him
invulnerable to damage for the duration of the “Strafe Boost”.
• “Strafe Boosting” will also raise the “Rift Combo Meter” by a 16th
of a “Rift Combo level” for every successfully performed “Strafe
Boost”. Flicking the ‘Left Stick’ while “Hard Locked” onto an enemy
or targetable object outside a “Beat Window” while holding down the
‘RT’ button, is classed as “Strafe Jumping”. “Strafe Jumping”
while holding down the ‘RT’ button will decrease the “Rift Combo
Meter” by an 8th of a “Rift Combo Level”.
• Special Attacks (Activation and Various Types)
• “Special Attacks” only become available to be performed once at
least “Rift Combo Level 1” has been activated.
• To fill the “Rift Combo Meter” and activate “Rift Combo levels 1-
4”, the ‘X’, ‘Y’, ‘LB’ and ‘LT’ buttons must be pressed in rhythm with
the music while ‘RT’ is being held down. The ‘Left Stick’ can also
raise the “Rift Combo Meter” when flicked in any direction in a
“Beat Window” to perform a “Strafe Boost” when “Hard locked”
onto an enemy or targetable object while holding down ‘RT’.
• “Special Attacks” are performed by tapping or holding the ‘B’
button.
• The longer that the ‘B’ button is held down determines the higher the
level of special attack that will be performed.
• For example, Tapping the ‘B’ button (Outside of “Rift Mode”) will
make Caruso perform a “Level 1 Special Basic attack”. That will
inflict damage equal to his “Rift Combo Level 1” “Special Basic
Attack” statistics.
• (If “Rift Combo Level 2” is active) holding the ‘B’ button (Outside
of “Rift Mode”) until the special meter activates a “Level 2 Special
Attack”, will make Caruso perform a “Level 2 Special Basic Attack”
that will inflict damage equal to his “Rift Combo Level 2” “Special
Basic Attack Stats”. The longer the B button is pressed will
determine the Higher the level of special attack that will be performed
considering that relevant “Rift Combo Level” is active.
• NOTE!! (If only “Rift Combo Level 1” is Active Caruso will only
be able to perform a “Level 1 Special Basic Attack” regardless
of how long the ‘B’ Button is Held down. This is reflected all the
way up to “Special Attack” level 4).
• Tapping the ‘B’ button in a “Beat Window” while holding down ‘RT’
(to activate “Rift Mode”) will make Caruso perform a “Level 1
Special Rift Attack” that will inflict damage equal to his “Rift Combo
Level 1” “Special Rift Attack” stats
• (While Holding down ‘RT’) Pressing and Holding the ‘B’ button in a
“Beat Window” and releasing it in the next “Beat Window” (1 Bar)
will make Caruso perform a “Level 2 Special Rift Attack” that will
inflict damage equal to his “Rift Combo level 2” “Special Rift
Attack Stats”.
• When Caruso is on “Rift Combo Level 1” the Level 1 segment on
the “Special Meter” will become active, allowing Caruso to perform
either one “Basic” or one “Rift” “Special Attack”.
• When Caruso is on “Rift Combo Level 2” both the Level 1 and
Level 2 segments on the “Special Meter” will become active,
allowing Caruso to perform two Level 1 “Basic” and “Rift” “Special
Attacks”, or one Level 2 “Basic” or “Rift” “Special Attack”.
• The more “Special Meter” segments that are active, the more lower
level “Special Attacks” Caruso will be able to perform. (For example) if
Caruso is on “Rift Combo Level 4” he will be able to perform four
Level 1 “Special Attacks” or one Level 2 “Special Attack” and two
Level 1 “Special Attacks” or one Level 3 “Special Attack” and one
Level 1 “Special Attack”
• When Caruso is on “Rift Combo Level 1” The “Special Attack
Meter” fill up past Level 1 but only Level 1 on the “Special Attack
Meter” will be active meaning that only a Level 1 “Special Attack”
will be able to be performed even if the “Special Attack” Meter is
Filled up to the top of Level 4. NOTE!! The inactive “Level
Segments” of the “Special Attack” meter will appear
translucent. Active Segments will appear Opaque.
• The “Special Attack Meter” will gradually fill up the more attacks
and specific moves are performed.
• The special Meter will gradually drain from any inactive “Level
segments” at a rate of an 8th of a “Level Segment” per beat. For
example if the “Level 1 Segment” of the “Special Attack Meter” is
active (because Caruso is on “Rift Combo Level 1”), but the
“Special Attack Meter” has been filled to the middle of the “level 3
Segment” the “Special Attack Meter” will drain until it reaches the
top of the “Level 0 Segment”/bottom of the “Level 1 Segment”.
If “Rift Combo Level 2” is activated before the “Special Attack
Meter” reaches the bottom of the “Level 2 Segment”, whatever
portion of the “Level 2 segment” will remain filled in until used,
filled further or “Rift Combo Level 2” becomes inactive.
• If only the “Level 1 Segment” of the “Special Attack Meter” is
active but the “Special attack Meter” is filled up to Level 3. When
Caruso performs a “Level 1 Special Attack”, the remaining
“Special Attack Meter” filled past the “Level 1 Segment” will
replenish the “Level 1 Segment ” allowing Caruso to perform
another “Level 1 Special Attack” (so long as the remaining meter
replenishes the “Special Attack Meter” up to at least the
beginning the “Level 1 Segment”). Any remaining “Special Attack
Meter” past the “Level 1 Segment” will gradually drain until it
reaches the bottom of the “Level 1 Segment”.
• (If no “Rift Combo Levels” are active.) The “Special Attack
Meter” will gradually drain until it is empty.
• “Special Attacks” with different properties can be obtained
throughout the course of the game and can be assigned to the
‘Directional Pad’ for quick selection when in combat.
• Pressing the ‘Back’ button and selecting “Special Attacks” can also
let the player select and organize the “Special Attacks” available
for quick selection on the ‘Directional Pad’.
• Blocking (“Basic Block” and “Rift Block”)
• Holding down ‘LT’ will make Caruso perform a “Basic Block”,
Blocking any in coming attacks.
• While holding down the ‘LT’ button; Caruso’s “Shield Meter” will
drain, allowing Caruso to block in coming attacks until the “Shield
Meter” has been completely depleted. When Caruso’s “shield” has
been completely depleted he will no longer be able to block
incoming attacks until his “Shield” has recharged at least one
segment of it’s meter. (To recharge the shield the player will
need to release the ‘LT’ button.)
• NOTE!! When the “Shield Meter” is completely Depleted, it will
take a few moments to begin recharging after ‘LT’ has been
released. If ‘LT’ is released before the “Shield Meter” is
completely depleted the “Shield Meter” will begin to recharge
instantly.
“Rift Blocking”
NOTE!! (A “Rift Block” is a counter move performed by tapping
‘LT’ while holding down ’RT’ within the “Beat window” that an
enemy attacks.)
• If an enemy attacks when the player is holding down ‘RT’ to activate
“Rift Mode”, it will project it’s attack to allow the player to “Counter”
the attack by the tapping the “Block” button ‘LT’ within the “Beat
Window” of the enemies attack.
• Successfully performing a “Rift Block” stuns the enemy for a brief
period leaving them vulnerable to further attacks.
Rift Blocking also damages enemies. The higher “Rift Combo Level”
Caruso is on, the more damage a “Rift Block” will inflict on an
enemy.
• Continuing to hold ‘LT’ after successfully performing a “Rift Block”
will initiate a “Basic Block” and drain the “Shield Meter”
accordingly.
• Blocking outside of a beat window while holding ‘RT’ will perform a
“Basic Block” providing the same amount of protection as blocking
while not in “Rift Mode” but without the bonuses of inflicting damage
onto, or stunning the enemy.
• NOTE!! The Higher “Rift Combo Level” Caruso is on the Longer
he will be able to perform a “Basic Block” before his “Shield”
completely depletes and the less time it will take to fully
recharge.
• Enemy Attack Patterns (in and out of “Rift Mode”)
• All enemies will attack in beat with the music, and when “Rift Mode”
is active the player will be able to see the enemy project an attack
before they initiate it, allowing the player to “Rift Block” while
maintaining their rhythm combo when in “Rift Mode”.
• Enemy attacks will differ in frequency depending on the enemy type.
Some enemies will attack at a high frequency but deal light damage
whereby other enemies will attack at a low frequency but deal heavy
damage. There will also be several variations in between. The
Various enemies Caruso will encounter will have different attack
frequencies and strengths specific to their (Enemy Type)
• When “Rift Mode” is not active the player will not be able to see the
enemy project their attacks, making it more difficult to Counter Block
or evade enemy attacks.
• Health. (Regeneration and Healing)
NOTE!! (Caruso’s health will be displayed by a “Health Meter”
that will be split into 4 segments that will run from 0 to 4,
much like the “Rift Combo Meter” and “Special Attack Meter”)
• Caruso’s “Health” will gradually regenerate when he incurs
damage. Initially At a rate of 1/8th of a “Segment” of the “Health
Meter” per “Beat” of the music.
• Various “Vitality Boost Modifiers” as well as “Modifiers” with other
properties can be obtained throughout the course of the game, that
can then be assigned to the “Modifier Slot” on “Attack”,
“Defense” and “Special Attack” in the “Character Status” screen.
NOTE!!(Only one “Modifier” can be added to one “Modifier Slot”
at a time)
• “Vitality Boost Modifiers” can have various effects range from
boosting the gradual speed at which Caruso’s “Health” will
regenerate. To actively raising Caruso’s “Health” every time a
“Basic Attack” and or a “Rift Attack” or another specific maneuver
is successfully performed.
• Still to be Discussed and included.
Upgrade System (Leveling Up), Specific Enemy Attacks (Damage
on Caruso), Caruso’s Various Attacks (Damage effects on each
specific enemy), Various “Special Attack” Types and Various
“Modifier” types.