As an alternative to the weapon crafting system, another possibility is that all the picked up items are modifications to a base weapon. The player can pick up up to 3 modifications that grant different stacking properties to the base attack. The player may pick up 3 different modifications to give 3 different properties to the attack, or multiples of the same modification for an amplified effect.
Mods will add properties such as:
-rate of fire
-explosion radius
-multiple parallel projectiles
-damage over time (multiple mods extend duration)(damage stacks from multiple hits)
-projectile speed
-slow target (multiple mods raise the magnitude of slow)(slow refreshes on consecutive hits, but magnitude does not stack)
-knock back
-homing (multiple mods improve homing ability)
-priority over enemy projectiles
The player picks up a mod by standing on it and pressing a button. Once picked up, the mod's icon is added to the end of the player's list of mods (shown on the HUD). If the mod list is full when the player picks up a new mod (all 3 slots are filled) then the 1st mod on the list is dropped on the ground, the remaining mods are moved up on the list, and the new mod is added to the last (3rd) slot. The dropped mod is placed in the exact same location as the mod that was just picked up. The player can remain standing on the spot and tapping the pick up button until the undesired mod is the one left on the ground.
Mods spawn periodically on the map and can also be dropped there by players who swap mods. Any mod on the map will remain there for a duration, but will disappear if not picked up for a time. When a player drops a mod, the mod exists for a duration similar to as if it had just been spawned on the map. Mods will not spawn on the map in the same location where another mod currently exists (to prevent confusion about what the player can pick up).
Upon death, the player's mods are all destroyed. Players do not drop any mods on the map when they die.
This modification system allows players the freedom to customize their own weapon (as best they can, given what mods are available on the map). Rather than collect abstract crafting resources that are spent to create weapons, players can see how each mod type directly alters their weapon. This becomes similar to Bomberman's power up system, but with a maximum number of power ups that can be held at one time to prevent any one player from becoming too dominant. While the player is unable to amass a large collection of resources, the mods they collect are more meaningful and obviously functional. Since the mods a player wants may not always appear when desired, and because the player loses the mods upon death, players will often be looking for all the mods to create the final weapon they want (or whatever the next most preferred mods are, given what's available).
Things I don't like about the above idea:
ReplyDelete1) limitations on how creative the weapons can be
2) depending on how it's implemented, it puts some other constraints which I don't like (e.g., a hierarchy where 1 type is always better than another, which I think would completely destroy the fun in just plain collecting)
If you just want to tie some benefits to a specific material, then there's 2 ideas I'm considering:
1)
- a material is tied to a specific weapon
- when a weapon is selected, it implies the corresponding material is selected
- depending on how much materials you have (corresponding to the selected weapon) you'll get benefits (e.g., boost in attribute or property, such as defense or regeneration for example)
What I like about this idea is that it can create some interesting choices for the player to make (i.e., using the weapon will reduce the boost effect). But, I feel as though tying the material to a specific weapon is too artificial, too organized (if it is presented as a crafting system); that is, it feels unnatural and sticks out awkwardly (as a rule/feature) to the player.
2)
- it's a crafting system like previously discussed, and similar to idea #1 above, but a specific material is not tied to a specific weapon (i.e., weapons are usually crafted from multiple materials)
- I'm not sure if all owned materials should give a boost effect or if the user should choose/toggle a material/resource to activate (maybe the player loses a material when shot also?), because there's a tradeoff between complexity (regarding input buttons) and giving user choice.
3) considering the idea that players doesn't need to craft the special weapons. Then some mechanism would need to be in-place to prevent/discourage spamming... then mods can be represented by materials/resources (but I'd imagine there would be only a couple of mods per round similar to how we limit the # special weapons), and I'm thinking we'd use toggled state to determine which mods are currently active (i.e., applied when the player shoots).
ReplyDelete- consider what if firing weapons used up highlighted tiles (versus cool-downs or resources/materials)? (using highlighted tiles may open up a new avenue for players to consider; that is, chaining weapons or creating combos)
ReplyDelete- if highlighted tiles are the resources, consider whether fired weapon depends on selected weapon or automatically based on # of highlighted tiles (or a modified combination of both ideas such as involving 1 additional button)? (or should power of weapon be scaled based on # of utilized highlighted tiles, where each weapon has an associated max # tiles it can use?)
- collect materials/resources or points? (I still think collectibles should be something that you'd always benefit from getting in order to maintain that enjoyable aspect of collecting such as hoarding)
Any thoughts?
Different idea... So, I was re-looking (i.e., analyzing) at some games: bomberman, smash bros. and mario kart. I don't like the fact that in bomberman, the winner is generally the guy that has the most advantage via upgrades/power-ups. In Smash Bros., things get boring fast, because there isn't enough randomized elements.
ReplyDeleteSo, considering mario kart...
Here's the idea (basically, combine Thomas's "Mod" idea with Thomas's old idea of collecting weapons):
- Use Thomas's old idea where weapons are what players collect. (similar to mario kart's method of gaining items, where the appearance of items can be somewhat rigged)
- Available choices of mods are pre-determined (e.g., picked beforehand by players). I'm thinking 2 or 3 mods per player. (This is a new idea, which I think may be cool if it was implemented in mario kart, because it gives players some personal freedom of choice). Example mods I'm thinking of would be +speed or +radius damage or +points upon hitting opponent or +delay before triggering 2nd phase of weapon (where the player won't be triggering them manually anymore), or some of what Thomas listed above.
- Mods should cost something to be applied to weapons. (Not sure if only 1 mod is max or if multiple mods can be applied). Optional: mods cost some points (as in the points to win the game), but some of the points can be re-gained if the weapon hits an opponent. This adds a gambling element.
- (unrelated) Optional: highlighted tiles are used up with each special weapon shot, and adds a corresponding bonus to damage.
Addendum: Not sure if it should be possible for mods to be applied to the basic weapon. (Note: I'm thinking mods would be toggled on/off).
ReplyDeleteAddendum2: Maybe Mods don't cost anything, but then they'd need to be balanced by including negative side-effects. (Remark: this way we don't have to display visual cues, because if it did cost points we "might" have to display a visual cue).
ReplyDeleteP.S.- At the moment, I like the general direction of the latest idea I've posted most (because the direction I've been prototyping so far is starting to feel too similar to standard fighting/beat-em-up games in terms of complicated controls & static abilities per match). However, the latest idea isn't very detailed/specific; that is, the challenge will be in designing the Weapons and Mods (and coming up with scenarios/use-cases for them).