11/17/2004

11-17-04 - 1

11-17-04

In the development of Stranger's Wrath, we had various people on the team who really wanted to make a shooter, so they tried to push that on the game, we had people who wanted to make an RPG, so they pushed that on the game. We had basically no one actually looking at the cool strong unique elements of the game and trying to make them richer. Probably the strongest unique element in the game is the 3rd person fast run and ramming. It wound up being not really a major element because it wasn't played up. Things that would have jazzed it up - hold a button to lower your head which prevents you from turning but makes your ram blow guys to pieces; the ram should create fear in guys who see it coming - some just panic and stand still, others dive out of the way, etc; make your 1st person weapons more complementary to ramming, eg. a freeze shot, a slow-down shot, etc.; make other ramming and anti-ramming enemies, like a Matador boss who side-steps you, other enemies that are very fast and ram, like a goat-demon.

Some really cool scenarious with the fast run & ram might have been: a chase - some giant guy that you can't kill chases after you; you just have to run away, ala the big rock in Raiders of the Lost Ark; chasing down enemies who are fleeing (we did get some of this) or a carriage hijacking or something - in a big level, a carriage is speeding away with the outlaw boss in it, you have to run up along side it, while his goons on top shoot at you; you can ram it and bump it, you have to get up to speed with it and try to jump in. In general, the enemy could've had fast vehicle you have to run along side of.

Often when I suggest ideas, the designers say "I didn't think that was possible in the engine". Well, it probably isn't, but it easily could have been. Engine features are made based on what's needed for the game. The design has to be done (considering the schedule) based on what will work, not what does work.

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