Necessary Roughness: The process and importance of adding weapons

NuchallengerDevlog, Features, Weapons0 Comments

Now, game development is often like “If you give a mouse a cookie” – when you add one thing, you need to think about the ripple effects of that addition.

When setting out to create the weapons feature we had to ask a lot of questions, and figure out how to create answers that worked with the current game systems.

Weapons from Final Fight – you may or may not be able to use a katana in our game

These questions included:

  • How would players use weapons to attack (Real time? Turn based menu? Both?)
  • How strong should weapons be? (HP damage per attack, would they inflict status effects)
  • Do weapons break from use/dropping?
  • How would enemies use them? (real time, turn based, both?)
  • How do weapons get introduced into fights (in breakable objects? Or just held by enemies?)
  • Who carries what weapons?
  • Can enemies pick up weapons after they are dropped?

Here are some of the answers.

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