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Demigod Development Questions

Jack Lovejoy

New Member
Hey guys, this is a thread for all the questions I have regarding to game mechanics that I feel a bit skeptical about. Firstly, I should talk about the shooting.

Should I:

1. Make the player mash the button to shoot at enemies continuously instead of making them hold the button down to shoot continuously? I feel if I make each button press one shot each, then I could have an opportunity to make the player hold onto the shoot button to blast a charged shot, which can deal more damage than regular shots. Also atleast mashing buttons to attack is more intuitive than holding a button to win against enemies.

2. Should I add NPC's throughout levels to give you sidequests? Somethings like: A water pixie has been isolated from her lake and has been trapped inside of a water jug, so you must carry her to the lake nearby while avoiding enemies from knocking you over. Rewards are EXP, Monets (currency in this game), or even weapons.
 
Hey guys, this is a thread for all the questions I have regarding to game mechanics that I feel a bit skeptical about. Firstly, I should talk about the shooting.

Should I:

1. Make the player mash the button to shoot at enemies continuously instead of making them hold the button down to shoot continuously? I feel if I make each button press one shot each, then I could have an opportunity to make the player hold onto the shoot button to blast a charged shot, which can deal more damage than regular shots. Also atleast mashing buttons to attack is more intuitive than holding a button to win against enemies.

2. Should I add NPC's throughout levels to give you sidequests? Somethings like: A water pixie has been isolated from her lake and has been trapped inside of a water jug, so you must carry her to the lake nearby while avoiding enemies from knocking you over. Rewards are EXP, Monets (currency in this game), or even weapons.

1- Why don't you do what you like? Poling a few people here will hardly be a good representative of gamers world wide. And really, games have more then one gun, single shot, machine gun rapid fire, etc.

2 - Again, why not do what you want to do? Generally in an open world game, the more side missions the


Is this an actual game you are developing? Any artwork done? Or this just fantasy of wishing you could make a game?
 
I am planning on making this game after college. Right now, I am really busy, but I am using Unreal engine to take lessons for development in gaming atm. I am just skeptical whether the design choice could be good or not. I just want this game to be a different kind of 3rd person shooter game, where you have different ways to defeat enemies that require some strategy, like some enemies need to be stunned to hit them, but you have to avoid getting hit as it gets more aggressive as you get closer to it.
 
I am planning on making this game after college. Right now, I am really busy, but I am using Unreal engine to take lessons for development in gaming atm. I am just skeptical whether the design choice could be good or not. I just want this game to be a different kind of 3rd person shooter game, where you have different ways to defeat enemies that require some strategy, like some enemies need to be stunned to hit them, but you have to avoid getting hit as it gets more aggressive as you get closer to it.

Being stunned before you can hit them is a pretty old tactic. Zelda Ocarina of time had that kind of game play with certain bosses. Stun them then slash away before they recover. Then repeat. Personally most ways of playing games these days have been done, what is really important is the world you are in and the story you are playing mixed with fun gameplay that makes sense.
 
I guess then I should just follow the strategy on the Mario and Luigi RPG style, where all attacks are efficient (sometimes some attacks are more useful than the other depending on the enemy) and you have many different ways to counter attack or avoid attacks. Anyway, I will give out the story once I hit 30 posts, because I need links to strengthen the atmosphere.
 
Hey, ever since I saw actual gameplay of Skyrim, I was thinking of changing up some button layouts and some mechanics.

Skyrim has that 3rd person mode that still has crosshairs even when you are not aiming, so the crosshair will always be there and so there is not need for an aim button like L2. Instead, since this game soley focuses on crosshairs, this game will just feature shooting as the main attack while somersaulting as the physical utility attack.

L will be the shoot button and you can tap it mutiple times or hold the L button to charge a shot. This has low power, but can be used for rapid succession and costs little stamina.

R will be the Run/Somersault/Dodge button, where your somersaults deal more damage than shooting and can be used to dodge out of ways quickly, but it costs more stamina and you have the risk of getting too close to enemies.

However, I have one question, should I add a lock on system? I am a bit skeptical because that would take away the purpose of aiming your shooting since this is a third person shooter rpg hybrid.
 

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