Designing the weapons and the thoughts behind them
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For this week’s blog post, I will discuss the weapons in our game and how we’ve designed them, some discussions about them that we’ve had before and what we are planning on implementing. We have for different kinds of weapons implemented in the game, and they all have different functionalities and they all look visually different. This was important to me because I want the player to be able to separate the weapons easily whilst playing. The second weapon we decided upon was a bazooka. I thought that it was important to have very separate weapons so that the player would find them useful in different situations. If you make the weapons to close to one another, there would be no use for the player to ever switch between them. We added the shotgun and the sniper together, and we had discussed and implemented these two weapons much later in the game compared to the first two. We decided to add these after we had discussed more what we wanted from our game and after we’d come to the realization that we had over-scoped the narrative of our game. After this we wanted to focus on the feeling of the weapons and that it should be very satisfying to shoot and eliminate enemies in our game above anything else. The sniper caused us some issues since we felt that it was the weakest one out of them all. It didn’t eliminate as many enemies as any of the other weapons and we were unsure of how to show the player the cooldown of the shotgun. This is something that isn’t solved yet, and I am unsure if it’s necessary to show each of the separate cooldowns. Our game is very fast paced, and it makes the player press the shoot button as often as possible. Because of this, I think that the player is going to figure out the cooldown of each weapon rather fast. Although I’m not sure of this, and we will make sure to get outsiders to playtest our game and ask them. We are also working on a bar in the GUI that will show the player each weapon and what button to press to use them. I wanted this because, during the playtesting sessions, I noticed that no one had any clue that there even were other weapons than the machine gun that they could use. I also knew that we had no time left to show it in the gameplay, so I felt that a bar in the GUI was the best solution. In this bar, it will be easy for us to communicate the cooldown of each weapon very easily, which is another reason as to why I wanted it in the game. We are all still working hard on the weapons, and we want them to be the best feature of our game. So far I am very pleased and I hope that we will be able to implement all of the touch-ups in the coming week.
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