Invasion of the Generically Named Game 2: The Revenge in Design Philosophy
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Making a GAEM. COOL GAEM. It's a zombie-shootie game, with a bit more emphasis on the light heartednessnuss of life. The story as far is basically:
Nuclear powerplant explodes
Nearby cardboard factory mutates into cardboard zombies
Your parents are out of town
One boy. One watergun. One mission.
Except there's multiplayer, multiple different waterguns, and multiple missions. But alass.
I have run dry (Yeah I'm hilarious get over it) of different ideas of which to use to defend against waves of these mushy creatures, some ideas already include:
Sprinklers, which would require a constant water supply which would drain your entire water supply fairly quickly, but create an almost unpassable barrier for the enemies.
Supersoakers which fire a beam-type projectile that would soak all enemies in a line, and use a fairly large amount of water but could be refilled from your entire water supply.
Water guns, which fire a single projectile, have low weight and water costs.
Tap Trap (copyright because I'm awesome) which would require a LOT of water, but once set up create a barrier to them for a while (Think home alone, robbers stuff up the sink and let the water overflow. The enemies would slowly soak up this water.)
Water bombs, a single time low water cost that might effect a 1-5x1-5 radius depending on how much water you used (Low chance of them exploding on filling, slowly rising up to a larger chance at larger bloonz)
Bucket on the door. Classic.
I also have a few less conventional ideas, for variance;
Storm Rod summons a huge storm, instagibbing 99% of the enemies not covered, one use per game.
...okay one less conventional idea.
This is where you, the reader, come into play! I'd love to know your thoughts about this, it would be a fairly quick game, but should have a LOT of variance with which you can play around with, so a mostly unique experience most of the time. What else can I use for weapons? What other ideas do you have? Should I go with some kind of stamina system? Is health restorable through those Smarties left on the counter? This isn't my game as much as I want it to be the game for everyone else.
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I would start by focusing on core mechanics. You have already established that it will be some sort of defense game, yes? So, at it's most basic, you fend off enemies. Having health replenish only with certain items emphasizes planning and avoiding risky encounters whereas automatically regenerating health encourages more bravado. If there are rounds of play, I would lean towards health items that you can purchase between rounds. Maybe candy to restore health and band aids for use in rounds?
You may also want to consider different types of opponents to change up strategies. Examples: The basic cardboard box zombie is slow and weak but numerous. Use anti-horde strategies (area clearing items, etc.). The big cardboard monster is much tougher and stronger, but solitary, so requires much more targeted attention. Light cardboard monsters are flimsy but fast. Spawner monster is slow, weak, but tough and generates baby monsters. Tape monster doesn't hurt players, but entangles them, slowing them down.
For weapons, I like the idea that they are not just flat out weaker or stronger, but behave differently. The basic squirt pistol would probably be the starting weapon, right? Light, fairly quick, but not very strong or long range. A heavier pistol might add range or more water per shot at a decreased rate of fire. Maybe some sort of scatter shot weapon that sprays a broad area in front of the player but is very short range. Or a water balloon launcher to fling those balloons at long range (obviously would require you to fill balloons as ammo).
For traps, remember that sprinklers can spray in a variety of patterns. The basic area sprinkler, side to side sweeps, directional sprays, etc. Each would have advantages and drawbacks (for example, a directional spray covers less area, but also uses less water and is great for choke points).
Also, maybe players can build hard barriers out of boxes or something that only certain enemies can bypass (fliers) or destroy.