jagman
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Rethinking game build principles .

Sun Oct 23, 2016 12:27 pm

A rethink of the principles in shooting type games ,Dead Nation ,Alien Nation .
1 The weapon and tech economy .WEAPON EFFICIENCY as criteria to unlock higher weapon tier levels and types .This the first half of the criteria .
2 The second half .That in certain game objectives that an escort ,protection ,model of objective be in place .Not all through the game but at certain game junctures .
Not specifically related to this .A re think of the BOSS play model .Further elaboration needs to be explored . :shock:

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Yepe
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Re: Rethinking game build principles .

Mon Oct 24, 2016 9:53 am

What do you mean by weapon efficiency? :-)
It's time to squash bugs and chew bubble gum... and I'm all outta gum. :1rolleyes:

jagman
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Re: Rethinking game build principles .

Mon Oct 24, 2016 1:14 pm

In dead Nation certain weapons work better against certain units .If you blow up some Zombies with a big weapon it is inefficient weapon usage .The up grade of the weapons should be related to an accuracy and suitability of weapon to target model . An up grade system should be based upon points .In addition to this part of the points system I propose that the player has some more options for upgrade .One of these being the option of the player escorting a tech personnel through to a destination in order to unlock specific weapons ,up grades .Two additional system aspects to weapons .1 components to activate TRAPS .2 Stealth or immunity principles for the tech personnel i order for the tech personnel survival .These systems being TIME related .

jagman
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Re: Rethinking game build principles .

Mon Oct 24, 2016 1:42 pm

If I can elaborate .Both Alien Nation and Dead Nation are basically on the same play principles .Shoot the enemy until the BOSS .There should also be a dynamic of how weapons effect the characters in different ways and that the characters have a bounce back effect and be modified in the effect .EG Like a Zombie blindly going berserk and the player simply trying to avoid it .
The BOSS . I have mixed thoughts that there should even be BOSS in such a game .But given that the BOSS should be similar to the screamer .Different level of enemy created at fixed time sequences with increased difficulty with each phase .The quicker the player can dispatch the source of the feed of enemies the better .Consideration of how this would work with weapon efficiency also needs to be thought through .

jagman
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Re: Rethinking game build principles .

Mon Oct 24, 2016 10:45 pm

Replacement the unlimited ammo rifle with an energy weapon .This would have the unlimited nature of the riffle but have charge up increments to the amount of power it discharges .There would be a cap on the maximum discharge given a single shot .The square button on the controller could also be an alternate fire mode for such a weapon .The square to hold the charge function .Then upon activation the weapon firing machine gun quick rounds ,machine gun style ..Weapon efficiency in this instance is all in the timing of the shot and the target .
The other aspect is the PROTECT THE TECH personnel .This could be an individual or small group .This would be an option at the start of each round .The dynamic of stealth and hiding of the TECH PERSONNEL in the process of getting to the goal .This would open more unlock options ,Trap components .At certain junctures turn lights on a given area .Open a fixed gun turret ?
The tech personnel would be issued orders en route .Hide in car boot or utilize stealth ability which would have a time limitation .

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Yepe
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Re: Rethinking game build principles .

Tue Oct 25, 2016 10:32 am

Thank you for the input jagman :-) While I can't obviously promise anything we really like to take into account all the feedback we get from the fans. We wan't to make as good games as possible for our fans to enjoy!
It's time to squash bugs and chew bubble gum... and I'm all outta gum. :1rolleyes:

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