first videohttp://www.youtube.com/watch?v=0KVp2j5hbxIShows movement mechanics and custom pseudo-physics.design thoughtsThe following thoughts apply both to Operation Carnage and Hyper Princess Pitch.
The main problem I have with the original game is that it is very
Getting a random powerup drop could mean the difference between clearing a room or losing a life. How to preserve the fun "overpowered" powerup mechanics while preventing luck based gameplay?
Maybe, instead of random drops, have enemies drop money (or any other resource) that can be spent to buy powerups? Or just place powerups manually in the levels?
Also, constantly getting flamethrower ammunition would give an advantage, since flames stop bullets.
And this is my second complaint: the flamethrower is overpowered.The bullet-blocking flamethrower is the "iconic" weapon of Operation Carnage. How can it be balanced?
Maybe have very limited and expensive ammunition. Maybe have some kind of enemy projectiles that cannot be blocked by the flamethrower at all.
Or maybe add an overheating mechanic, so that the player cannot be constantly shielded by the flamethrower but has to time its usage.
Another major complaint: the "I fucked up early, let's restart"
In arcade games like Operation Carnage, where you have a limited amount of lives, dying on the first or second level usually means a restart, as you need the extra lives for later levels. This is incredibly annoying. You have to play those levels perfectly or else you have to restart.
The same problem applies to games like Touhou, for example.How to preserve unforgiving game difficulty while solving the early-restart problem?
Maybe, the player could have a limited amount of lives per level
, that gets refilled on every level. It's basically saying "You're allowed to fuck up twice per level"
, and levels obviously become harder over time.
Actually, I think I like this solution.pro modes
The original game offers 4 difficulty modes, that increase enemy speed/health and decrease player health.
I'm planning to have the following modes:Easy mode
: for newcomers - enemy damage output decreased, more lives per level, etc.Official mode
: the regular
gameplay mode. Easy in the early levels, incredibly hard in the later levels. Comes with a built-in speedrun timer.Mayhem mode
: the ħardcore
gameplay mode. Same parameters as Official Mode. 1-hit kill. 1 life. Comes with a built-in speedrun timer.Sandbox mode
: the user can choose starting levels, mess around with game parameters, etc. Useful for practice and fun to play around with.