Original Post
Since this is my first thread ever, I'll make it clear that I am not presently working as a game designer. I'm not even a student yet, I start school in a couple weeks and even then it will just be art classes for the first few months. I've been told over and over again to start working on design documents right away as to develop and work out ideas early on. I have an idea for an adventure game bouncing around in my head. That's the problem though, an adventure game. I want to include some scattered combat involving a single firearm, probably a revolver. Ammo would be extremely limited, like 6 or 8 bullets for the entire game to use at key moments. How can a player resist shooting off a gun without being forced? I was thinking maybe making it easier to use the gun for some situations but never completely requiring it. By the way, when I say adventure game I mean almost Myst-esque but with first person shooter controls (so you can actually walk around in the environments, not just point where you go). I was thinking this would be fairly simple to accomplish in a school setting, especially since I'd most likely be working with the Unreal engine. I was at a showcase for graduating students last night and everyone had these amibitious huge games that they didn't even nearly finish or even get properly playable. Every guy I talked to said something about how they had to cut corners and scrap ideas just to get done in time. [Edited by - balohna on September 20, 2006 10:03:10 PM]