Necessary Roughness: The process and importance of adding weapons

NuchallengerDevlog, Features, Weapons0 Comments

My first encounter with weapons in a brawler had to have been on the Nintendo Entertainment System between Bad Dudes, Double Dragon or the more belt action than beat ’em up game Teenage Mutant Ninja Turtles. Each of these games included weapons in a way that could make or break the player’s experience.

Weapons in Bad Dudes were usually knives or nunchucks. They were strictly melee, and could make a good player nigh invincible because of broken range and the large size of the hit box. They were also rare, being dropped by specific red ninjas, so it was always very exciting to be find a weapon.

Weapons in Double Dragon were a mix of melee and ranged. While bats and whips were powerful against enemies, the real stars were the ranged weapons. The most abundant of throwable weapons was the knife, which was very overpowered. Throwing a knife would murder any enemies in a single hit and would also do major damage to players unfortunate enough to get in the way. They also emitted this crunchy sound that sounded super brutal when making contact (and inspired the sound design of Treachery in Beatdown City).

In TMNT (the one that that angry guy said was bad, even though it’s actually great), weapons were assigned to each turtle and you could swap turtles on the fly, so it mattered who you picked for range/power reasons. This meant that even though I thought Raphael and his sais were so cool in the show, and the movie, I never picked him because his range in game was comically awful.

That and we knew a cool trick with Donatello.

These experiences, and many more, influenced my exceeding want to have weapons in Treachery in Beatdown City. But years in, we really needed a better reason than “genre staples” and childhood experiences to start implementing such a major new feature.

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