maximtsai / AGDAGame

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Weapon - Large Cartoon Bomb #7

Open maximtsai opened 7 years ago

maximtsai commented 7 years ago

A disposable weapon that starts ticking down when you press the activate button. Explodes at a random time between 3-5 seconds (random so that experienced players won't be able to time bomb throws perfectly).

Bomb makes a large explosion, specifics of explosion up to implementer.

BryanTai commented 7 years ago

I am personally skeptical about the random timer but then again, I've personally never seen it implemented in a game before.

At the very least, the bomb should have some indicator that it's about to explode so users don't feel cheated when they're trying to escape or when their own bomb blows up in their face (see Link's Bomb in Super Smash Bros)

maximtsai commented 7 years ago

Indicator for sure. We can first try making the bomb without the random timer and if no issues are encountered then we'll just keep it at that.

kbramk commented 7 years ago

Since I'm included in this I'll just add my 2 cents here eh?

Clarity is very important and reduces 'feel bad' moments where the player using or hit by the bomb gets destroyed and feels there's nothing they could have done to outplay it because it was random. I'd even go as far as to say have very clear visual indicators (think what Smash/Zelda do) or even as blatant as the number ticking down so you know when it's about to explode. Even if the timer is randomly from 3-5 seconds or whatever, having a very clear visual is important so the bomb feels good. This is probably one of those things where you code it, try it at 3 seconds, try it again at 4 seconds, try it again at 5 seconds, a number in between, some randomness added, and so on until you get it right. I' haven't played with it so I don't know but you'll only know through playtesting to make sure it feels right and that it counters whatever it's supposed to counter. Figure out what it's good against, what it's bad against. Can a weapon be changed to better counter or better lose to the bomb? Does something new need to be added to fill the role?

in short: Make it very clear when this fucker explodes. Playtest the fuck out of it with different values.

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On Tue, Jun 6, 2017 at 9:28 PM, Maxim Tsai notifications@github.com wrote:

Indicator for sure. We can first try making the bomb without the random timer and if no issues are encountered then we'll just keep it at that.

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maximtsai commented 7 years ago

Lol thanks for the input Bram! I do plan on having warning indicators for EVERYTHING that can potentially deal damage (cannons charging animation, lasers warming up indicator, bombs beeping faster as they about to blow, giant warning sign on the ground if we implement aerial strikes etc.). If it can kill you, we'll make sure you and everyone else in a suitable radius knows about it.

And yes, playtesting is absolutely crucial. We showcased the Swordship game at the Vancouver Comic Arts Festival and added a new weapon the night before. Playtesting with random people showed that it was actually stupidly overpowered against everyone except experienced players (which was probably why I didn't catch the potential issue).