RPG: the RPG

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Rocket Propelled Grenade: The Role Playing Game, is an RPG based around using RPGs. Actually its more of a puzzle game, but the name is funny. Effectively the game is this: you are impervious to all damage, you have a rocket launcher with an infinite supple of rockets, and every problem has a rocket-based solution.

The game will make heavy use of physics and involve a lot of running around with a rocket launcher. Specifically, you are being propelled by the recoil; not the actual explosion. Explosions can propel you, but not the explosions of your RPG-rounds, which are effectively very small.

In addition to the double rocket-launcher, the character has(or will be able to obtain) a skateboard and a paraglider. While there is no fall-damage, the paraglider allows the player to fall more slowly or to fall at an angle, as well as ride shockwaves from explosions set off by the rocket launcher. The skateboard allows the player to move quickly over flat surfaces by using alt-fire to aim a rocket directly behind. This is not a skateboarding game, so controlls will be fairly rudamentry. The skateboard is primarily for bursts of speed and faster travel over flat terrain.

Controls

Basic

  • Standard WASD/Mouse look, first person perspective.
  • Space bar to jump, very small jump compared to rocket launcher.
  • L-shift to crouch, using the rocket launcher in a confined space is the only way to die from rockets.
  • R hangs the double-RPG from a starp on your back, leaving your hands free to pick up items.
  • Q deploys the character's paraglider.
  • T deploys the character's skateboard.

Fire

  • Primary fire(left-click) will fire a rocket wherever you are aiming.
  • Secondary Fire(right-click) will fire a rocket directly behind you.

Pressing primary-fire a second time without using secondary will flip the launcher around and fire the second shot. Because you are being propelled by the recoil of the rocket leaving the weapon and not the explosion, it is possible to double-jump this way.

Reload time is ~5 seconds.

Glider Controls and Handling

The glider is deployed with the Q button and can be deployed at any time, however if the player is not airborn it will be immediately retracted. If the player has no forward momentum, the glider will slow the player's fall. Any forward momentum till allow him to travel with a 3:1 glide ratio. Explosions will propel the glider up.

The glider can be steered using the WASD keys.

Skateboarding Controls and Handling

The character's ability to skateboard is rudimentary at best, so there will not be any "skateboarding tricks". The skateboard will be faster than the character's normal run-speed and will gain speed when going downhill. Huge bursts of speed can be added by using the alt-fire to propel the character forwards.

Any use of the primary-fire will cause the character to immediately put the skateboard about(while in mid-flight, of course). The player can execute a long forward jump by using the skateboard to get up to speed and then executing a jump, forward momentum is preserved.

The character can take off on the paraglider by using the skateboard to get up to top speed9with a rocketlauncher alt-fire) and then deploying the glider. This will produce enough lift to raise the glider at a 45-degree angle to a maximum of 8 character heights. The 3:1 glide ratio will then allow the character to glide quite far.

Jumps

The game is primarily a jumping game/plat-former puzzle, as such the game has a number of jumps.

  • Basic Jump - this is your character's standard jump, activated by the space bar. It provides a boost of about half a character height.
  • Rocket Jump - the jump preformed by using the RPG pointed straight down. It propels the character up by exactly four character heights.
  • Double Jump - done by firing a second rocket at the apex of a jump, propels the character an additional 4 character heights.
  • Explosion Jumps - done by shooting an explosive item directly underneeth the character. There will be a series of these with different heights.

Climbing

Any time the player can grab a ledge, their character will automatically pull themselves up the ledge and regain a standing position.

Levels

The levels will involve a series of puzzles, the player's goal is to get from one end of the level to another. Not terribly complicated. Some levels might involve a lengthy climb(remember the player is immune to fall damage), others might simply be about bypassing various obstacles or navigating mazes.

There are no enemies in the game, nothing to shoot back.

Story

These are a list of perspective story ideas:

  • There is no story, no explanation offered, no background required. When all you have is a hammer, every problem starts to look like a nail.
  • You begin in Allied Berlin, and you must jump over the Berlin wall to escape, then jump all across europe, eventually jumping over the Bearing Straight to reach safety in the United States.
  • You are attempting to climb an orbital elevator, without the use of a car.
  • A sort of fairly generic sci-fi environment, again no real explanation is offered. This world could be heavy in Jungian symbolism and let the player essentially write their own story.