Tuesday, January 3, 2012

Weapon Systems Analysis

1) Current System of Weapon Pick-ups

Pros
  • Easy and fast to implement
Cons
  • More limiting on player choice. That is, player does not have immediacy of choice for the weapon they want to use, since they have to pick it up first. A semi-solution to alleviate this issue is to have 2+ weapon slots for special weapon pick-ups, but it doesn't completely solve the issue and introduces an additional switch weapon button which can be awkward since the mouse only has 2 buttons (assuming the left-button is reserved for the basic weapon).
  • Special rules for dealing with picking up weapons is awkward. (E.g., not being able to pick up a weapon when slots are full)
  • The appeal of "collecting" is not well realized here (due to the limitations of weapon slots)


The remaining ideas do a better job of giving immediacy of choice to the player.


2) Crafting Items (e.g., craft weapons, and craft amplifiers/power-ups such as temporary shields that protects from some weapon types.) Note, I'm thinking there should only be ~3 variety/types of crafting materials.

Pros
  • Better captures the appeal of "collecting" (since there's no limit on collecting materials)
Cons
  • More work than other alternatives

Concerns (and Potential Cons)

  • Design of UIs/Menus for displaying materials and items that can be crafted
  • Input method for crafting items (e.g., correspond a button with each material, Morse Code w/ 1 button, etc.)

3) Same as the Crafting Items idea above, but with only 1 material/currency

Pros
  • All of the above
  • Is simpler on design and creation of UIs/Menus

Cons
  • All of the above
  • reduces freedom to balance weapons (and therefore possibly puts some relative constraints on weapon design)
Pro/Con
  • Reduces game-play complexity
Concerns (and Potential Cons)
  • Input method for crafting items

4) Glyphs appear on tiles. Glyphs replace crafting materials. (Thomas will have to correct or fill in any remaining details).

Pros
  • Simpler to implement than the other 2 crafting ideas, since additional UIs/Menus may not be necessary (except maybe for weapon "blueprints"?)
Cons
  • Not as appealing as having something more tangible to collect

Concerns (and Potential Cons)

  • Input method for crafting items

Questions to Consider:
- Any different ideas?
- Any solutions to the above listed Cons?
- Any modifications to existing ideas?
- Which idea is most appealing? Why?

Edit:

5) Mechanical states/switches

- Description
- Assume ~3 resources and activating the use of a resource may apply some power-up or bonus effect or state change on the robot, in which case it should probably drain the resource over time.
- resources will be represented by bars (or gauges) and markings will exists to indicate whether a minimum threshold has been reached to fire a particular weapon. Different colored/shaded markings (or symbols) will be used for different weapons. (Alternatives: have these toggled states be separate from weapons. This means the game will be more complex and use more buttons though.)
- Only 1 weapon will be selected at any one time. The highest tier weapon will probably be selected based on activated resources/state; if the minimum required resource is not met, then no weapon is selected (in order to keep consistency, each state is associated to only one weapon regardless of the current # of resources).

- Pros
- Can do many things and it'll still make sense
- Put soft limit on max resource by forcing automatic activation or put hard limit on max resource by having a max amount that can be gained, so that saving up and spamming doesn't occur. (Note, for the crafting idea, we can put some cool-down to disallow spamming or require time to craft, etc.)
- Allow player to dynamically change which weapon will fire (in contrast, with the crafting system, we can allow dynamic weapon changing if we have some sort of cool-down after each shot so that spamming doesn't occur, but it would require additional buttons, since we'd need buttons for crafting + switching weapons)
- Gives immediate sense of doing something with each button press
- Toggle switches work well with the keyboard & mouse layout, because the #keys aren't exactly close enough (to WASD) that it's comfortable to be pressing in quick succession (which I would assume would occur often with the crafting system if keys were used instead of the mouse button, assuming no cool-down system)

- Cons
- For simplicity, weapons will probably have static resource cost
- Hopefully, it can be implemented in a way that's not tedious, since I'd imagine players will be toggling states relatively often.
- gauges take up HUD space
- Can be hard for players to determine which weapon is selected (based on toggled state) (unless the rules were simpler. For example, if there's an ordering of material/resource values, say M1 > M2 > M3, then any weapon that uses M1 will have higher priority for selection; but this forces an ordering which will create higher valuation for M1).

- Pros/Cons
- Player will be expected to look offscreen to track the gauges, but it would be expected (by the player) as part of the experience since it fits well with the theme of the maintenance of robots. (Remark: Switch activation effects can be shown with particle effects or auras or trail tiles.)
- Game is more complex, but can also be more engaging

3 comments:

  1. Just to give my own input, I favor the (3 materials) crafting system. With the crafting system, it's not as simple as Bomberman, but I think it'll be comparable to Smash Bros. in terms of #buttons and basic rules the player has to learn.

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  2. I favor the 3 materials crafting system too. I like the glyphs-on-controlled-tiles system as well, but that emphasizes area control rather than collecting.

    I'm not really a big fan of collecting resources in games. When I collect, I prefer them to be unique items or powers. I don't believe unique items are appropriate for our game, however.

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  3. What I mean from my last comment is that collectible materials don't give me any greater enjoyment from collecting than collecting tiles that generate points or crafting resources. I'm more interested in giving players a good way to use their abilities.

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