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Single Ammo/energy In Action Game?
I�m developing a new action game
One of the basic concepts is that player has some special abilities besides the usual wapons. These abilities are akin to magic - things like shield, slow-mo etc.

Now the idea is to have the same resource (energy) powering all the weapons and special abilities. This would create tactic choices where you need to decide what gun or combination of gun and ability to use. Say, you could fire a big gun, wasting all energy on it or you could turn on slow mo (which would drain some energy too) and use remaining energy to finish monsters with the basic gun.
The energy would be rechargeable from sources placed on the game levels and also would regenerate a little until amount you need to fire the basic gun (to avoid situation where player wastes all the energy on shooting lonely grunts with powerful weapons)

Hope to hear your criticism of this idea from gamedesign, levedesignl or player point of view.
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[i think this is the problem lun has with alice {alice had no numbers, too?}]

yes that's exactly what i said


Hexen I think had blue mana and green mana, and weapons used more of one or the other. One was a more rare pickup than the other. That kept stuff pretty simple but still retained all the advantages of ammo types. 
 
At the same time, though, there were only 4 weapons that you would have while playing, and 1 of those was made to feel like it was only designed for emergencies (like the Doom or Q2 BFG)

The green weapon used more per usage than the blue weapon, and the super weapon used an equal amount of both.

The blue weapon isn't introduced until after the first map of the first hub, the green weapon isn't introuduced until the second hub, and the super weapon is in 3 parts (2 parts for Hexen 2) so you don't really get to use it until the end of the second hub (at the earliest) so there is still a progression there. 
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