Part 4
We have decided to scrap the sniper as a weapon as we felt that the good qualities of it for overshadowed by the other weapon types. Our main goal when it came to designing the sniper was low fire rate, high range and high damage. However, the laser ended up fulfilling what the sniper was supposed to do. We were also running out of time to code puzzles for the sniper pickup so in a sense, removing the sniper was also to cut down our workload. Furthermore, we also wanted to buff the laser’s damage as it felt like it was doing too little for what you have to give up in order to use it. In terms of user interface, we switched the ammo count to the bottom of the player so that the player will be able to better keep track of the amount of ammo that was in the clip. Other mechanics that we added is a dash and a shield. Ryan coded the shield while I coded the dash. We decided to have a dash to help the play avoided certain obstacles. This also opens more options for us to design different types of levels as having a dash will allow us to increase the distance between safe zones for example. Also, just moving around felt a bit clunky so we wanted to make movement feel more fluid for the user. The dash will also work off a charge system. Player has three dash charges and use one charge per dash. Charges come back over time. We decided to implement this as without a charge system, we realized that players could dash all the time to the end of a room, especially those that contained just enemies rather than traps. We also felt that this was a good way to make the player use their dashes in a smart way rather than whenever. We also decided to add a shield to the game. How the shield would work is a resource bar just like health. Upon activation, the shield would take damage instead of health and upon the shield’s health depleting or the shield’s time limit finishing, the player’s health would take damage instead. The shield would then regenerate up to capacity after which it is ready for activation again. Initially, we set the shield’s capacity to 100. However, we found that we could not get the full value of the shield within the time limit so we put the shield’s capacity to 50. Therefore, instead of a longer wait time between use and less value on use, the lower capacity made it so the wait between uses was shorter and uses had more value. I also added a death animation for the player to better transition between the game over and live state of the game. I also added a proper start menu as well as a game over screen. We made it so that when players die and restart, they will spawn at the start of the room. This is to avoid frustration that players will experience if we were to make it so that they must complete the whole game from the start if they die, which is personally a major turn off for any games I would play.
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August 2018
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