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SHADOWING HATE
- factions.
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'corporate'
- private security. (passive)
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'enforcement'
- police and military. (active)
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'criminal'
- mercenaries and gangs. (active)
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'agency'
- independent operations. (passive)
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The game consists of 4 factions - 2 passive, which means they are territorial and can't be sided with, only protecting their regions and used as influence on a particular active faction, and 2 active, which roam large areas in greater numbers and can be actually sided with as a faction, meaning they will not attack you on sight. Each active faction can be affected in 2 ways, both by the player allegience and the passive flavour, meaning that they will somewhat side with that passive faction to help acheive their goals in certain keys aspects of warfare in the hub-world. Active factions seek mainly dominance but passive factions have more discrete goals that affect the outcomes of the campaign.
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SHADOWING HATE
- inventory.
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The term 'inventory' actually broadens to define the entire in-game game-menu system, not to be confused with the engine-menu system responsible for loading/saving/options/etc. The inventory is a specific section within itself, but most of the time the term inventory refers to this entire menu system, which does not pause the game when accessed, except on practice mode which does not allow co-op. Each of the 4 main sections has one or more important related subsections.
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'inventory'/('item-options')
'abilities'/('skills/stats')
'objectives'/('notes')
'map'/('images')
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'inventory'
- this is the grid layout of your current "loadout" (what you can possibly carry with you at one time) in which various weapons and items collected fill different blocks within the grid at various sizes. The heavier the weapon or item is, the larger the number of blocks required to house it, while lighter (perhaps still big) weapons and items may squeeze within a lesser space using lesser blocks. Certain items are able to be stacked atop one another and certain things aren't counted as inventory items such as ammo, despite being able to collect it. Other things aren't supposed to remain in there for long, such as weapon mods or ability-upgrades. The screen also displays non-inventory aspects such as the total ammo of each type and the total amount of money. When accessing a main-level in the campaign, this inventory will change to a different "loadout", which the player can choose limited items from their larger inventory to use in that mission.
'item-options'
- for each item in your inventory there may be options to configure, such as ammo, modes and mods for weapons, installing or upgrading an ability kit, or being able to discard the item by dropping it back into the world. This is a subsection in the upper-right corner of the inventory, which expands down and right underneath it.
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'abilities'
- all of the enhancements that are installed can be accessed and configured here. It shows a layout of a human figure with each ability assigned near the relevant physical area, which can be decided, installed, activated, deactivated, upgraded, prioritised, etc.
'skills'
- these are like permenant lesser abilities that affect things like stamina, accuracy, medkit and armour times, reload times, lockpicking and hacking times, as well as many other things that aren't covered by the major abilities. This screen also displays the percentage of the campaign completed and leads to the 'stats' screen.
'stats'
- all conceivable details about the player, progress and performance in and out of levels. This screen leads to the 'cheats' screen, which becomes available after at least one cheat has been unlocked.
'cheats'
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'objectives'
- what you need to be doing at any given time in the game, including multiple primary and multiple (sometimes many) secondary objectives. Objectives usually always hotlink to related information such as notes, maps and images.
'notes'
- every lesser detail, conversation, read note or gui in the game world, and player's own custom notes.
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'map'
- interactive map, consisting of many layers, compiled and transmitted real-time from an external source. Maps aren't always available and aren't always precise or thorough.
'images'
- any other images that are worth keeping for access to assist with objectives.
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SHADOWING HATE
- in-game HUD.
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'health' 'temp' 'energy'
'armour' 'stamina'
'weapon'| 'target' |'ability'
'ammo' 'text' 'ammo'
'clip' 'mode' 'clip'
'comp' 'time'
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(*temp=temperature/comp=compass)
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'weapon/ability' wheel.
- circular hemispherical symmetrical wheel (player assigns to slots), with one side for a weapons wheel and the opposite side for abilities.
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'info-comlink' panel.
- when a tramission is received remotely, which can also be done by computer systems.
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'lockpicking/hacking' panel.
- when that happens.
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Character physics metrics
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Player height = 116
Player eye-level = 106
Traverse angle max =
Traverse width max = 40
Jump height min/max =
Jump measure =
Jump traverse height =
Mantle height =
Crouch height =
Crouch measure =
Lean length =
Step height =
Bound length =
Roll length =
Roll measure =
Fall height min/max =
Run move speed = (units per second)
Walk move speed =
Crouch move speed =
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