1. Player gain a movement speed boost when walking onto enemy glow trail or onto the player's own tiles. This allows a player increased mobility when directly chasing down an enemy as well as when fighting from an area mostly under that player's control.
2. Environment has energy/elemental fields that modify the properties and characters and projectiles that pass into them. Possible changed properties include size and velocity.
3. Player picks up materials to craft weapons and expends all carried materials to craft an item by pressing the craft button. The type of weapon crafted depends on the proportion of material types in the player's inventory at the time of crafting. The quality of the weapon depends on the quantity of materials carried.
4. Player has reserve weapon slot. Player can press button to swap active weapon with reserve weapon. Moving over a weapon on the map will swap the reserve weapon with the weapon on the ground.
5. Player picks up materials to craft weapons and chooses which materials to use by inputting a button sequence, with a button assigned to each material type. The order and number of materials used in the sequence determines the crafted weapon. Each match, the sequence that qualifies to craft a each weapon is randomized, so players have to experiment with each new match to figure out what sequences will create each weapon. Forcing players to relearn with each match allows new players a fair chance against players who play the game a lot.
6. Create single player campaign levels selectable from a menu or a world map. Each level is a challenge in which the player much accomplish some objective in the arena. The objective may be collection, survival, defense, killing, or others. Each challenge is a re-enactment of some historical conflict in the game world's history and is named for a historical figure connected to the conflict. Performance on each level is scored, and sufficient total score from all levels combined will unlock subsequent sets of challenge levels.
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