Today our group had a meeting to go over the brief and discuss heavily.
Discussing mechanic - We think there should be a fusebox type object around the level that we can interact with by placing a mechanic hand on it. This allows either neon to go through a path from the fusebox. You can cancel out neon with noir.
Having lamps on the street, with fusebox on it. You can blow the lamp with neon.
Turn the elevator on with neon by touching the fusebox with your mechanical hand. One hand is neon, one hand is noir. Both of these resources are stored in the mechanical arms.
Jerwin was thinking of the captains gate being the objective. To get past the guy blocking the path you might have to burst a lamp above the guy to scare him. Jerwin also suggests collecting neon from people.
The puzzles could be wiring. Trying to get throught the Captains Gate into the Captains Club where there's starting to be shading dealing. Junkie rooms. This is where noir trade.
Junkie room earlier is to play with noir.
The captains gate opens an eye slot. You get noir from the final encounter guy underneathe the light. To get into the club, you must pump noir into the door to block a path and you are let in. Sort of like an entry fee. Paying off the guy to let you in.
Run through the level, collect neon and noir, use it to get past dudes and open doors.
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