QUOTE(Tuxedo Templar)
Linearity: Should I focus Ep.2 on having as tight of a gameplay experience as possible along a linear path (ala Ep.1), or should I spread things out and give the player some room with a more non-linear design? Both routes would probably be just as much work/complexity, but if I made the map non-linear it might yield less "epic" gameplay, whereas a more linear design might seem more constraining.
I think you should have it linear - don't smear the dinner on the table, leave in on the plate. "Concentrate" the tension. But I would like to see little breaks between time-limited tasks... if I want to go to the toilet or make myself some tea ?
QUOTE(Tuxedo Templar)
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Multiplayer: Should I focus on:
As tight of a single player experience as possible.
A slightly looser gameplay experience to allow for limited multiplayer (like the unfinished gunner/bomber thing I was aiming for with Ep.1).
Open things up totally to enable full multiplayer (multiple gunners/bombers), potentially relegating all "epic"ness to fixed cutscenes or wildly complex (and harder and more time-consuming) implementations?
...or should I create (as best I can) two seperate tracks of gameplay to accomodate single player (which'll likely be more story-based and permit more 'intimate' gameplay) in one, and coop (or even DM) with another (which'd likely just be an abbreviated single player)?
Maximum single player tension. Why:
-multiplayer in this map would mean problems with "I'm afk"
-Again, don't smear the dinner
-Communication with another human in game may make it more interesting, but if you make the gameplay intense, you don't need the second player
QUOTE(Tuxedo Templar)
Ammo/Mana/Charges/etc.: Should weapons and stuff use only limited ammo each, unlimited ammo with reloads (like Ep.1), unlimited ammo altogether, or weapon-specific implementations of ammo (like certain weapons use limited clips, some draw from a full source, some regenerate slowly over time, etc.)?
Keep in mind the latter approach, while adding significant novelty to the gameplay system, will be almost an order of magnitude more complex (but doable) to implement. So I guess the question is: Is it worth it to the players?
Limited revives that can be purchased - in some situations, where I had enough time, I prefered to die instead of using the granade wich cost money.
I say have unlimited ammo - just like Episode 1. It is kinda "Super intense brainless shooter"... I want it to stay almost like that.
Don't force the player to think too much - remember: people don't like thinking nowadays.
Will you have something like spells or not ? If yes, make the mana regenerate and that's final - no powerups to worry the mind
QUOTE(Tuxedo Templar)
Lives: Limited lives, no lives (one death = bye bye), unlimited lives (ala Ep.1)?
I would say limited revives that can be purchased/found.
QUOTE(Tuxedo Templar)
Time Limit: Single time limit (ala Ep.1), area/mission-based time limits, or none at all?
The times limit craetes the 75% of the tension in Episode 1, I think. Without it, the one-line story and the fact that the storyline allmost doesen't exist at all will become "naked".
QUOTE(Tuxedo Templar)
Mullah: Money for kills, money for time, or money per area beaten?
Money for EXP. (If it is possible to create with your gunner system.)
QUOTE(Tuxedo Templar)
Upgrades n' Stuff: Customizability/upgrades for everything and the kitchen sink, upgrades for only key weapons/stats/abilities, upgrades only for primary stats, or screw the upgrades I just want to kill stuff without that nonsense to worry about.
I like the amount of upgrades you give us in Episode 1. Not too much, not too little. I think you should be able to upgrade allmost everything.
QUOTE(Tuxedo Templar)
Purchase Options: Your choice of 3: Purchaseable weapons/upgrades/etc. (ala Ep.1) only, findable weapons/upgrades/etc. only, or weapons/upgrades awarded per area/sequence only?
Purchase everything like in Episode 1.
QUOTE(Tuxedo Templar)
Monsters: Simple monsters taking no more than 3-5 hits with reasonable upgrades to make a kill (ala Ep.1), or complex monsters with full-fledged VHP and trigger-enhanced behavior?
Again, the latter will be more difficult to implement (though assume all bosses/mini-bosses will function like that), and may not lend as much to gameplay as simply using old-school monsters to good effect per each area (location/context-activated spawns, organized behavior, etc.)?
I say make smart monsters something like mini-bosses. And make the bosses really intelligent and organized. The mass of monsters should be quite stupid.
QUOTE(Tuxedo Templar)
[*]Gameplay Duration: Long and involving (5-10 hours), or short and intense (1-3 hours)?
Very intense for 1-3 hours.
QUOTE(Tuxedo Templar)
Story: Short novel (characters, plot twists, drama, etc.), 5 page fanfic (good vs. evil... maybe a plot twist or a few manditory characters), weekend comic strip (basically like Ep.1 is now), or one-liner ("I maked the bad peoples fall downs!")?
I would like to see a bit more of a story than Episode 1. But not too much story - it will ruin your shooter. Just like smart lirycs would ruin a movie about Arnold kicking the asses of thousands of "bad guys".