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Level Up.pdf

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On Guarding 259<br />

to decide whether a player can hold a block or not. Arm blocks are usually<br />

quick and drop down after a second or so. Other fighting and action games<br />

allow the player to hold the block indefinitely, or at least until an enemy does<br />

an attack that breaks the player ’ s block or knocks them off their feet. Shield<br />

blocks can last longer, allowing the player to “ hide ” behind the shield for an<br />

extended period of time. Some designers don ’ t like letting the player camp<br />

a block, but that can be circumnavigated with breakable shields or giving<br />

enemies knockback attacks. Oh, and don ’ t forget to prevent your shield<br />

from sorting through the ground when the player crouches to block low<br />

attacks.<br />

As a designer, you need to decide whether your shield is breakable or not. It<br />

will make a big difference to how the player uses it. In the first Maximo<br />

game, we had a breakable shield. The player was able to upgrade it to a<br />

stronger shield through the course of the game. However, as it was still a<br />

limited resource we found that players were reluctant to use it, preferring to<br />

jump and dodge out of the way of attacks instead. In the sequel, we wanted<br />

to promote shield usage, so we made it unbreakable. Players were much<br />

happier to block now that the worry of breakage was taken away. But<br />

shields aren ’ t just for blocking anymore:<br />

• Combine with dash move to clear obstacles<br />

• Smash enemies at close range<br />

• Throw a shield as a short- range projectile<br />

• Use the shield as a sled down steep inclines<br />

• Place shield over head to protect from falling debris or lava<br />

• Use shield as a crowbar to move large objects<br />

• Keep shield on back to protect from back- stabbing enemies.<br />

Heck, attach a shield to a chain like in Rygar, and it becomes a whole new<br />

weapon!<br />

If a shield isn ’ t enough protection, then armor will do the trick. There are<br />

several things to consider when giving the player armor. Encumbrance is<br />

one. The more armor the player wears, the slower (and noisier) the player

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