The baton of Futura

Baton

This is the baton icon which will be represented in the interface when the baton is wielded. The idea behind it, as with all the weaponry and objects, was to take something old and make it new while still keeping the old feel. We did the same thing with the gun we designed for the game, we took an old revolver and made it more futuristic. Doing so with a baton is difficult because there isn’t a lot of room for varied details since it’s just a stick. So what did I feel would make a baton look more futuristic?
Well, the first thing that came to mind was some form of light, when doing this you also create an opportunity to add something to the handle, such as a button to control the lights. Secondly, when deciding on what color to use for the lamps, I felt like a neon type of light would be best suited. The reason for this is that when adding a light with a color like this it makes the baton look more harmful if it to come in contact with your body. It makes it look like a stun baton or something of the sorts. Seeing how the gun uses a sort of ”plasma” type of projectile, I figured the baton could go with the same theme and that’s the reasoning behind the color. The lights in the baton also makes it look more like a weapon by not giving it a smooth surface. The lamps also works with logic since they are carried by night-shift guards, an extra light source would be a welcome addition the their arsenal.

The weapon itself will act as a direct upgrade to the standard weapon which is a Garrote, the baton will be both quicker and more silent than the standard weapon. Both the Garrote and Baton will have activation times, making direct combat undesirable, encouraging stealth. It will also act as a middle stage of weaponry and being a all round good choice, the gun has range, but you are able to miss with it and it makes a lot of noise, attracting guards. The Garrote, being your standard weapon will be slightly worse at everything and the Noise Maker does not have an offensive function but only acts as a distraction/maneuver item.

The power-ups will naturally undergo balancing once we get to that point, but for now this is what we are working with!