The purpose of this document is to break down some of the mechanics mentioned in the inspirational research doc in a more technical manner. I will look into how these mechanics may have been made and how they function. Alongside this I will look at the aesthetic value and the mehcanics high level dynamic.

The games that I will look into in more detail are as follows (both are from the previous research document):

*note: I will primarily look at the PC releases of the given titles due to personal preference.


use these headings for both existing mechanics to disect and my own to document.

Crysis 1 - Nanosuit

Controls

To control the nanosuits abilities, the player has access to a pop up menu in the shape of a pentagon.

The player has two default ways of activating the nanosuit ''quick menu'' by either holding 'V' or the middle mouse button.

To then further navigate the menu, the player just has to move their mouse in a circlular manner, each time the mouse is in the area of one of the ability tiles, their size will increase. To then confirm selection, you just have to let go of either middle mouse button or V (depending what you were using) The player does have the ability to remap controls or set up direct key binds to specific nanosuit powers without the need to go through the quick menu.

Each time a ability is selected a corresponding (and distinct) sound cue will play out.