What do you believe should be implemented into the game to add more complexity and/or fun to the game-play? (Try to adhere to some Key Design Goals mentioned here: http://sites.google.com/site/gridirongamedevelopment/game-direction-overview
You can respond however you'd like, but you may want to consider the following guidelines:
1) If you come up with any solution(s) then succinctly explain what it is and how does it solve the above problem.
2) Remember to elaborate on what you actually like about the idea.
(An example solution may be, what if the character had a charging dash ability that can negate up to a # of bullets. What I like about this idea is that it creates a sort of mind-game; that is, the shooter needs to consider how many bullets they should/can unload at once, while the defender needs to consider when to use this dashing ability, since if the attacker unloads too many bullets at once, then the dash will fail.)
We will discuss this at the next meeting and start implementing some of them as we continue prototyping.
Edit:
Some Questions/Cases to Consider:
How does the idea/concept address some of the following (and/or other unspecified aspects)?
"Visuals"
- Ambience/Atmosphere and the dark/gritty nature of the environment. (How does the concept complement and/or contrast with certain details of the game?)
- Basic Properties (i.e., Texture/shape/size/etc.)
- Highlighted Tiles
- Temporal Aspect of the Visuals
- Power/Smoothness/Other Feelings as an inherent part of the Visuals
- If the concept has any relation to any actor in the game, then how will it shape the identity of the actor/character?
"Physical Input Controls"
- tap/charge/release? (There are several interesting possibilities; e.g., see how the bow and arrow works in Bastion).
- Complexity
- Involved actors, including inanimate actors (e.g., an attack involves at least the attacker and the target. How will the target avoid/defend/negate/dodge/counter/reflect the attack? How will the attacker trap/restrict/manipulate/impact the target with respect to temporal, spatial, and other aspects?)
- Relevant Properties (e.g., each projectile from a weapon has a movement pattern/behavior, damage, speed, applied effect upon impact, volume, etc.; note that the 2nd bullet from an on-going firing action doesn't even have to have the same properties as the 1st)
- How does the concept enhance/complement currently implemented game-play elements?
- How may the currently implemented game-play elements/logic be modified to create a better fit for the concept?