Monday, March 19, 2012

Plans

I'm planning the following:
  • Using the last idea presented (as a comment) in the previous post of Thomas. (i.e., weapons are pick-ups, but the robots can apply "mods" to them)
  • Using a 2-phase concept for weapons. My thought is that, generally, bombs as weapons are interesting because they have more than 1 phases that are easily distinguished (i.e., the ticking phase and the exploding phase). I'm applying a similar concept to the weapons, but the weapons will do more than just tick for its 1st phase. To be clearer, the keyword I have in mind is "anticipation"; longer lasting weapons with more than 1 phase is interesting because it causes the audience to anticipate. (Remark: haven't you ever heard of the phrase "the anticipation is killing me?")

Edit:

  • I'm going to also apply the following idea to the design of weapons: projectiles (and any effects it cause) need to last long enough (at the very least visually versus "physically") in order for the audience to sufficiently perceive it's effect (and see it as something amazing/cool).
  • Considering adding a default special weapon that focuses more on damage, but will have a cool-down or alternatively its power will depend on the # highlighted tiles that are used up so that it isn't spammed constantly. (Whereas the pick-up special weapons will focus more on spatial control)