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Multitude of ideas

A topic by Tater created Oct 31, 2016 Views: 413 Replies: 4
Viewing posts 1 to 3
(1 edit) (+1)

I see great potential in this game and have thought of some ideas that I think would be really cool and practical to implement.

-Shields of different kinds

-Armor of different kinds ie. Heavy armor that'll take a good many swings to chop through but the user is slowed down....have gaps in the armor that can be targeted. You could even have it so that you get to select different armor for each body part...someone could make it so they have one side extremely armored and one not. Have armor weight values that'll determine speed.

-Weapons such as handheld axes, daggers, etc...two handed weapons such as axes, hammers, etc. Personally if I could be a heavy armored fella and swing my great axe and watch enemies be swept aside, I'd probably play this for countless hours.

-Make it so that weapons do not always have the ability to follow through on a swing...like a sword hitting the heavy armor I spoke up taking a chip out but bouncing back. Also make it so that bigger weapons have the ability to knock an enemy down even if it doesn't kill them.

-Incorporate a stabbing mechanic

-Companions that could also be personalized

-Fighting styles...a power style with slower attacks but bigger impact, swift style with fast attacks but less impact, standard with balanced attack impacts and speeds.

Comment if you got any other ideas

(+1)

I already see how the "stabbing" mechanic could work.

Atm if you move left / right you do a "swing" to the right or left, what if you move back or forth to do a stab?

(+1)

Or middle mouse button

(+1)

This pretty damn neat

The armor might be tricky tho and I think the dev will have a hard time implementing the weight values but still it could work.

We would have to think though. How will the player get to use these different weapons and armors and fighting styles. They could just be acquired through upgrades but I think there can be a variety of other ways. Like selecting it in a 'Character Making' screen or something. Weapons, shields and armor can maybe be acquired as drops from enemies which possess em.

(+2)

I was thinking of a currency. Have it so you get time bonuses, mutli-kill bonuses, decapitation bonuses, as well as regular money (we could call it scrap or something) for just getting kills. Have armor, weapons, and whatnot all be dependent on money while keeping the skills separate as they are now. It could even be set-up so you have to unlock skills to wield certain weapons or wear certain armor. I wouldn't think weight values would be too hard, just code it so armor type and number decrease overall speed by a certain percentage.