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Level Up.pdf

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Not Just Shooting 273<br />

Wherever there are explosions, there<br />

is fi re. Sometimes there ’ s fire even<br />

without the explosions — things just<br />

need to be burned. Fire creates<br />

great- looking visuals and lingering<br />

damage to enemies and<br />

environments. But fire takes no sides:<br />

players should get hurt by fire if they<br />

stray into it. The fire should eventually<br />

burn out so the player doesn ’ t paint<br />

themselves into a napalm - colored<br />

corner.<br />

Fire also means flamethrowers. The<br />

closer you are to your enemy, the<br />

more damage a flamethrower should do. Flamethrowers are the weapon of<br />

choice for players who don ’ t like to aim. Allow them to “ fire and forget ” or<br />

“ hose down ” enemies with flame.<br />

Don ’ t forget to use fire - based weapons as a gameplay mechanic too.<br />

Flaming swords and other weapons don ’ t just do extra damage to ice ­<br />

themed enemies, they can ignite braziers, detonate explosives, burn through<br />

rope, illuminate dark areas, cauterize wounds; the gameplay possibilities are<br />

vast.<br />

Another lingering indirect attack is poison.<br />

Make sure you have an associated visual for<br />

poisoned items. A green gassy effect, a<br />

dripping blade, a hovering “ death ’ s head ”<br />

effect are all traditional video game indicators<br />

of poison. Players should be able to tell when<br />

they are wielding a poisoned item or have<br />

poisoned an enemy — make the visual unique<br />

and distinct. As a poisoned character loses<br />

health, make sure each increment that the<br />

poison takes has a clear sound effect and<br />

visual effect associated with it. You are creating<br />

a timer in which the focus of the player will shift<br />

from regular gameplay to “ find and administer<br />

the antidote. ” If the antidote is an inventory<br />

based item, don ’ t make it too hard for the<br />

player to retrieve it. Even if poison is uncommon, make the antidote more<br />

common. There is no worse feeling in a video game than making the player<br />

feel like death is inevitable. Always give them a fighting chance.

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