Length and Realism
Ok, I started the designing of this a while back and it''s going nicely. I was wondering, though, would you people be after a really long game with a sequel or a shorter game with a 2 or 3 sequels? Would you want the character to take time to pull arrows out of his body making himself more succeptible (spelling?) to more arrow fire or have the arrow disappear? And, last but not least, would you want the character to sheath one weapon and unsheath the other, have the weapons disappear and appear in his hands, or have the weapon he''s holding disappear and him unsheath the next weapon (or vise-versa)?
NOTE: During all of these, he can still jump and stuff.
The Fantasy Action/Adventure is the Best Genre
_______________________Dancing Monkey Studios
It doesn''t really matter to me how the game is broken up, as long as each game is a complete game on its own. As for the realism aspect, I think that the more real it is the better. However, for the character pulling arrows out of himself thing, in reality he would probably try to ignore the arrow wounds as long as the battle was raging and then take the time afterwards to pull them out and bandage himself up. And definately go with the weapon sheathing / unsheathing.
Just to answer your questions.
I think that pulling arrows thing out is a very cool idea. If you''re going for that much realism, maybe reduce movement in certain areas where the arrows are. For instance, if the arrow is in an arm, decrease weapon movement/skill/strength. Cool stuff. And the weapon sheathing thing, I think maybe the sheathing the present weapon, then unsheathing the next would be cool. And last, but not least, the sequel thing. Just concentrate on this particular game I would say. Unless your story is massive, there may be no need for sequels at all.
I think that pulling arrows thing out is a very cool idea. If you''re going for that much realism, maybe reduce movement in certain areas where the arrows are. For instance, if the arrow is in an arm, decrease weapon movement/skill/strength. Cool stuff. And the weapon sheathing thing, I think maybe the sheathing the present weapon, then unsheathing the next would be cool. And last, but not least, the sequel thing. Just concentrate on this particular game I would say. Unless your story is massive, there may be no need for sequels at all.
Cool, Cool. Thanks for the stuff and more would be appreciated. I like the idea of leaving the arrows in, but I will have to think about it. I like the pulling the arrows out. Say that the arrows have poison and will slowly kill the person. That, though, would probably only be used in a game where you pull the arrows out manualy. Thanx and keep ''em coming!
The Fantasy Action/Adventure is the Best Genre
The Fantasy Action/Adventure is the Best Genre
_______________________Dancing Monkey Studios
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