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Game Idea: Knights vs Ninjas  - Part 2 of 2

7/23/2016

 
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Medieval Melee

  Welcome to part two of Knights vs Ninjas! In this section we take a look at the types of terrain and stages in the game. I will be talking about each version of the stages and the changes that each of them. I will also be showing a new never before seen stage!

Terrain Types

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​Solid - These are things in the level that can not be phased through. Players can jump on these pieces of terrain but can't phase through or break them. 

Can Jump Through - These are things that the player can jump through and down from. Things such as tree branches, crates, floorboards etc.

Destructible - These are things in the stage that can be destroyed if they take enough damage. Things such as trees can be knocked over and destroyed. Certain crates can be destroyed as well.

Sloped - Sloped terrain is hard to run up but easy to run down on.
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​Hazardous - There are things in the environment that can harm the player/s. Things such as fires, pits. spikes, acid, poison, dragons and etc.

Slippery/Wind - This refers to parts of the terrain that are either covered with ice, mud, ooze etc. This terrain can cause the players to slide around and lose traction. Wind can also push players and items around the environment. 

Jump-pads - These are places in the terrain that act as a trampoline. Players can jump on these pieces of terrain to get a extra jump boost.
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Moving - These are pieces of the terrain that move(left, right, up, down, diagonally etc). Certain maps will have moving terrain pieces, crates, logs, boats etc. These pieces of terrain can be destructible, solid or even damage the player.

Water Terrain – This terrain type is used to help break up the battlefield a bit. When the player is in the water their ability to jump/run will be decreased. Water can also extinguish flames, if a player catches fire, they can run into the water to become extinguished.

​Stages

Stage 1 - Sword in the Stone

​This level is based on the Arthurian legend of Excalibur. The level is set in the deep mystical woods of medieval England. The woods are thick and light can barely shine through the trees. The legendary blade rests, set in stone. The sword will be in the background visible to the players. Sunlight will shine down on it as leaves gently fall down around it.

  The other parts of the forest are very dark and moody. There will be lots of space for close and long range combat. Players can jump into trees to continue fighting or to sit back and launch attack from the safety of the treetops.

  To the right of the map is a small pit with a log in it. The log rolls up and down this pit and any player unlucky enough to make contact with the log will take damage. It rolls at a fairly slow pace and it easy to avoid with a simple dodge or jump. Skilled players can knock their opponents into this log for extra damage.

  Certain parts of the map may have muddy terrain that will cause the player to lose traction and slip. The sloped area at the left of the map is one such area where the player will slip if they are not careful.

Sword in the Stone - Version 1

​   In my first pass at this level I wanted something with slightly varied terrain but I also wanted to keep it simple and balanced. I was looking at this map as being a map where novice players can learn to play the game. I wanted to include a few simple things such as a level hazard that wasn’t too punishing and some muddy terrain so the players can get an idea of what to expect in a map such as this.
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1. ​This sloped part of the map is covered with mud. This will make it hard for a player running up the slope to reach the top. If another player is already on top and is using ranged attacks this break the design, it becomes an overpowerd position.. So what I did was I included a tree nearby so a player can avoid the slope and use the branches of the tree to jump up and toward the top of the hill.

2. ​The center of the map has a small pit full of mud. When players reach the center of this map they will end up sliding around a bit. The pit isn’t too deep, it is designed to be easily jumped over using the double jump or the dodge mechanic. The trees nearby also allow the player to avoid the mud pit.

3. I wanted to add another game play element here. This tree has a low branch allowing a player to access it very easily so they can jump across the mud pit. The main functionality of this tree is to demonstrate destructible elements in the environment. If the player were to damage it enough, it will fall over to the left side of the map. This will effectively make a bridge for the players to use, to to avoid the mud pit.

4. These trees are easily accessible to the player with a single jump. Players can reach these trees very easily with a simple jump. The tree on the left allows the player to reach the top of the hill as well as clear the pit. The left tree gives the player enough height so they can avoid the rolling log.

5. ​The rolling log is designed to be an easy hazard to avoid. The log rolls back and forth slowly and is no real threat. If it hits the player it will knock off a few hit points but not too much to be truly punishing

Sword in the Stone - Version 2

​   This version of the map is a bit more compact. I still wanted it to be simple,yet keep the variety of version 1. I still kept the rolling log in this version of the map but I made the area behind it much smaller to avoid players from hiding. Combat is more focused toward the center of the map. I removed the destructible tree to accommodate for more combat space for the players.
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1. The slope here is much steeper. This makes being the one of top of the hill more of an advantage, but The tree is still nearby as to help players get to top of the hill while avoiding the slippery hill. Keeping the design in check.
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2. The pit is virtually the same as version 1. There is a slight change in its layout. The new layout is made to keep players trapped inside longer. Of course players can still jump over it and avoid it entirely.​
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3. Unchanged from previous versions.
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4. Unchanged from previous versions. 

​Sword in the Stone - Version 3

​​   This version of the map is a bit more expanded out. I wanted to keep the mud pit at the center of the map but I didn’t want it to be the focus. I added some space around it allowing more areas for the players to meet and do battle. I also felt that the are to the right of the rolling log was kind of boring so I added a bit more space plus a rock that the players can jump on top of. Overall this incarnation of the map felt stronger.
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1. Added more space to the top and bottom of the hill.

2. Made the mud pit smaller and more even.​
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3. Moved around just a bit but identical in it's original functionality.

4. ​More room for the players to fight. I removed the destructible tree because I felt that it detracted from the action.

5. The log is smaller, but it rolls faster then in the previous versions.

6. Large rock provides cover if a player is standing underneath it. The top of the rock has some space to allow for combat.​

​Sword in the Stone - Version 4

   This is the final version of the map. First thing I did was I change the mud pit to be a river that flows through the map. This varies things up visually making it more appealing and it introduces water as terrain type, since we already have mud.
​   I also brought the destructible tree back in. It can be destroyed in order to make a bridge over the river. I moved it so it isn’t in the way of the the main combat space. I also returned the rolling log to its original size and speed. The rock has been slightly modified to give the players more space to fight on and around it.
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1. Same as the previous versions.​

2. The river slows down players but it is small enough to be jumped over and isn’t a hindrance on the flow of the map.
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3. Teaches the player that some parts of the environment can be destroyed. It also serves the same purpose as before, creating a bridge over the river when destroyed.

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4. Same as before but slightly moved around a bit to not be in the way of the player.

5. Main area for players to do combat.
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6. Returned to its original size and speed.

7. Modified to allow for better combat experiences.
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Stage 2 - Castle Walls

   What I wanted to do with this level was to build something that had more of a vertical flow to it. My focus was to make this level would have the player constantly moving up and down. What is interesting about this is that we can do so much with this idea. We can have the castle under siege as the players fight. We can have the level take place after a siege. There is so much we can do this level from an artistic and gameplay perspective.
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Castle Walls - Version 1

  First pass on the map, I wanted to make it small but with lots of jumps, keep it vertical but compact enough to keep the action constant. Players would be able to find one another easily but there are many escape routes so players aren't constantly cornered.
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1. The stairs lead to the hoardings. This area allows players to jump up and down through the floors.

2. This is the lowest level of the stage.

3.  The hoarding is a wooden shield that protects the soldiers up on the parapets from arrows and projectiles. What I did here was add them above the parapets so that the players can use them to traverse the castle quicker,  it gives players fighting on the parapets an option to escape by jumping up or down.

4. I felt that just having the turret and the hoardings alone would leave the map a bit unbalanced. I placed the siege tower on the right side so players with ranged attacks can fight and have a vantage point. Since there are hoardings all around this allows for the melee based characters to reach these points and have a fair chance to fight back.

​   This is balanced so that the lower part of the map is better for the melee based characters and the highest part of the map is good for the ranged character, but ranged characters can't spam attacks because the hoarding will protect players on the lower level.
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5. The parapet area is the middle ground where most players will come in contact with one another. From here players can quickly move between the lower and upper floors.
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​Castle Walls - Version 2

   ​What I did here was expand out the turret a bit and expand the bottom so it gives the players more options. It was too much of a dead end with only one real escape route. This way the players can move into the bottom floor of the turret or exit through the stairs, they has escape routes now.

  I added some crates in the turret so playera can easily jump to the next level. I moved the siege tower further to the right and made it a bit wider, allowing for more combat. Under the siege tower I added a few lower floors for more combat opportunities.
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1. ​The turret has been expanded (widht/height). This gives the players additional space to fight. There is now two doors, One on the parapet level and the second on the upper level.

2. The lower level has been expanded on the right side.

3. The hoarding functions the same as before but it is a bit more broken up, this hopefully translate to the player that the hoarding can be phased through.
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4. ​Siege tower is more fleshed out. The players can climb to the top of the siege tower and in the center.

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5. The parapets are expanded to allow the players to transition between the different areas of

​Stage 3 - Dragon's Lair

​   This level is set right in the lair of a dragon, somewhere in the countryside, perhaps even in a seaside cave. I was inspired by some great reference pics of caves in from the countryside of England.

   I had an idea of creating a level that would have radically different terrain compared to the other two levels. I wanted the key set piece in this level to be the dragon's lair. I want their to be a dragon that would come out of his cave and breathe fire on anyone standing in front of it's lair, causing massive damage to any player caught in the flames.
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   ​This map is set in the countryside. Outside this dragon's cave is a destroyed village. It is burned to the ground. All that remains is a ton of charred stone houses/ruins. The map leads into the cave which is dark and cold. Inside the cave is the dragon.

  This design had a nice visual to it, but it is very boring in terms of it's layout. There is nothing that mixes up the gameplay, too flat and linear. 
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​Dragon's Lair : Version 2

   I decided to cut the village area out of the map and focus the on the inside of the cave. I also decided that the cave shouldn’t just be the same old boring cave that is in the middle of the countryside or forest. I decided that visually a seaside cave is much more interesting.

    Making the map smaller allowed for more focused combat. I was also able to add some more jumps and things around the map, giving players more options for combat and movement.  The dragon's cave is off to the right side of the map allowing players enough space to keep out of range of the dragon's deadly flame.
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1. ​Flat area for combat.

2. This first group of rocks and cliffs on the inside of the cave can be utilized to jump over the water, or for a player to use as a vantage point.
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3. The water here is low enough that it wont cause significant problems for the player but it will still slow them down. This pool of water can easily be cleared by a jump or dodge.

4. The cave is situated on the right side of the map. The players can fight in front of the cave but in doing so they are vulnerable to the dragon's flames. The dragon will release it's fiery breath randomly. The cave can not be cleared vertically with a double jump but a well timed dodge can allow the player to get out of the way of the fire.
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5. The cliffs and rocks on this side allow for the ranged player to get a god vantage point.
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Dragon's Lair : Version 3

​    I decided to make the map even smaller and the terrain even more rugged, there is no hiding from opponents here. I also added a few more hazards in this map, not only will you need to avoid the dragon, but one wrong move and you may find yourself sinking to a watery grave. ​
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1. ​This is just a small pool of water that will slow down players.

2. This is a bottomless pool of water. If the player were to fall in and not attempt to jump out, they would sink out of the bounds of the map and die. Players can avoid the fire of the dragon by diving into the pool, but they must continuously jump to stay afloat. 

3. The dragon and the cave are set further in the background for visual appeal.

4. There is a steep part of the terrain which leads into a pool of water. This is an easy place for the player to get trapped or spring an ambush.

Dragon's Lair : Version 4

   So after some tinkering I was able to come up with what felt like the perfect size for this map. I immediately removed the bottomless pool of water and added more variety to the terrain. I also made the cliffs easily accessible. I moved the dragon’s lair back to where it was originally. I also thought that maybe if we were to see the dragon it would add some tension to the map.
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1. The cliffs on this side of the map allow for interesting jumps and map traversal.

​2. Both pools of water are shallow enough for the player to jump out of with ease. They are also away from the dragon's lair ensuring that the player will not get stuck in the water.

3. Dragon and it's lair moved to the foreground of the map. Dragon is seen sleeping before it awakes to attack the players.

4. Cliff side rocks allow for players to gain a vantage point and adds more options for combat.

Dragon's Lair : Version 5

   I took what I learned from version 4 and refined it. I made the first pool very easy to get out of and the second pool is a bit tougher but in no way is it a death trap. The dragons cave is wide but it also allows for a lot of combat outside of the cave. The cliffs on the left side stretch far enough that the player can double jump and dodge past the cave if they wanted to. The left side of the cave is opened up a lot more allowing for a variety of combat scenarios.  ​
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1. Cliffs are a bit more open and stretch further across the map allowing for easier traversal.

2. Pools of water are a small hazard but they are not fatal. Breaks up the terrain a bit and slows down the player.

3. Dragon's cave is wider but now has more ways to avoid it. It also has a lot of room in front so there are opportunities for combat.

4. ​Varied up the terrain and made it easier for a player at the ground floor to reach the highest platform.

Stage 4 - Unagi Castle

   This was an idea I had for a stage but due to time constraints I didn't take into to photoshop and clean it up. Unfortunately this meant that the previous stages were mostly stages based off of the knights side of things. I decided for this reblog I would add the only ninja themed stage I designed. ​
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   Unagi Castle is the headquarters of the Unagi Ninja Clan. It is a tall structure that towers above the trees and is full of ninja traps to keep invaders at bay. The castle is so high up, powerful gusts of wind can roll over the rooftop, causing windows to thrash wildly and the trees to rock.
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Unagi Castle - Version 1

   Unagi castle has the players doing battle on the outside of the map. Occasional gusts of wind may cause the players to get blown off the stage. The weather vane on top of the castle will spin when the wind picks up, it can pick up a lot of speed and deliver a surprisingly powerful blow. 
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1. - The weather vane is in a shape of an eel. This weather vane is harmless but can be hit by the player to cause it to spin around and injure the next player to make contact with it. 
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2.- The roof of Unagi castle is the highest part of this stage, however it is very easy for the players to reach and the room is easily reached. 

3.- The top floor balcony is clear. Easily reached and acts as a great place to

​4.- The mid section of this map has a few different platforms and dips that vary up the combat. 

5.- The bottom level roof is slanted and at times it make become slippery with oil. The oil quickly spreads down the tile and can cause the players to slip and slide around the roof. 

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6.- The tree tops allow the player to hide inside if they crouch. They are also act as a spring board and allow players to come leaping out of them if the choose to.  These trees can be stripped of their leaves, leaving only a simple platform behind. However the leaves will eventually regrow after about a minute.

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Unagi Castle - Version 2

   This version of Unagi Castle is a taller and a bit slimmer. There are trees on either side of the castle and more defined sections of the castle with more routes for combat or retreat. ​
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1.- The weather vane remains the same. The area around the weather vane is slightly different, there is now a platform in between the roof. This platform belongs to a window that will open and close periodically. 

2. - The roof remains unchanged. it acts as a gateway between the upper and mid sections of the castle.

3. -The balcony in the middle section of the map has be altered. The background of the balcony slowly rotates, sometimes revealing a door or window. Most of the time that door or window is harmless, other times a volley of arrows may fly out and hit a player.

4. -The sides of the castle move slowly inside and out of the main body of the castle. At first it is slow and gradual, but then it can speed up and cause players to fall to the bottom floor. 

5.- The windows on the bottoms floor open and close randomly. Sometimes it is just one, other times they all close together. There are a few different patterns to their movement. If a player is standing on one when it closes, they must be careful to not plummet to their death. 

​6.- The trees are unchanged from the previous version. I did add another tree on the left side of the stage.


Knights vs Ninjas

​  And there you have it, all the stages I initially designed for Knights vs Ninjas, and idea I had years ago. Oddly enough, after going through this GDD, I found myself still liking the idea. It has potential, I might find myself doing some more sketches and toying with some ideas.

   What did you think? Did you see some potential here? If you did, feel free to leave a comment or even send me a message on twitter! Thanks for checking out my blog! See you again some time.

- Dannylv100
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Sunset Overdrive: Be Kind, Rewind, Shoutcaster & Power line Prowler

7/23/2016

 
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A Triple Dose of Overcharge

​   Sunset Overdrive is one of my favorite games I played in recent years. It is a game that focuses on speed and fun over everything else. With a huge focus on style, creativity and gameplay, I found myself asking "If I was a designer at Insomniac, what kind of weapon would I design? What kind of enemy could I design?"
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   I sat down with my friend and talented artist, Jeremy and we discussed my ideas for a new weapons and an enemy for Sunset Overdrive!

​   ​If we were going to design a weapon, we would of course want to design something that was outlandish and completely over the top, yet fit neatly into the world.

   I pitched a few ideas to Jeremy, we wanted to create something that would fit, and we picked the two strongest ideas, from an art and gameplay perspective. ​
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My avatar in Sunset Overdrive.
​  Talking with Jeremy, we came to the conclusion that there aren't really any enemies that are made to deal with a player that is constantly grinding high about the city streets. Sure, there are certain enemies that can try and knock you off, but there isn't an enemy that can give chase to the player around those high up grinds.

​Be Kind, Rewind!

Lore: "The weekend is over and it is now time to return those tapes! But whats this? You forgot to rewind them! You don't have the money to pay those hefty fees! With the Be Kind, Rewind you can rewind tapes and lob them over great distances! Beware, anything caught in it's range will feel the effects of Fast Forward, Pause or Rewind!"

​  The Be Kind, Rewind is a great weapon for dealing with crowds of enemies. It take a bit to charge up, but once it does, it launches tapes long distances. Once a tape lands, it will project a large aura around it. Any enemy that wanders into the aura will feel its effects. After a short period of time, the tape will detonate and cause and explosive elemental effect (Fire, Electricity, Cold).
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​Fast Forward (Electric Damage) - Enemies caught in this aura will be afflicted with electricity, causing them them to run forward, barreling into objects and other enemies. Anything they touch will get electrocuted. Once the tape is done, it will explode, creating a small electrical explosion, electrocuting and stunning enemies caught in the blast. 

Pause(Freezing Damage) - Enemies caught in this aura will simply stop moving and stay frozen for a short period of time.  When the tape is done, it will explode, freezing anything caught in the blast. 

Rewind(Fire Damage) - Enemies caught in this aura will be forced to rewind i.e, run/jump/etc backwards. Any enemy they bump into will burst into flames! After they tape detonates, it will cause a​ny enemy caught in the blast to be set ablaze!
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Effective against OD and Scabs, while being less effective against FizzCo Bots and almost useless against Special OD.
   The Be Kind, Rewind is a fire and forget weapon. Great for controlling choke points and causing a distraction. This is a great weapon to use during a night defense mission. Combine this weapon with traps and other obstacles and you have and near impenetrable defense!

   Of course, a weapon of such power comes with a few disadvantages. It needs a charge up time of a few seconds before it can fire a single tape. You can't carry too much ammo for it and it is almost as big The Dude, which makes it kind of difficult to aim while grinding. The weapon isn't very effective against the FizzCo robots. Only the Fast Forward tape is effective against them. Larger OD such as Herkers and Spawners can charge through the auras with minimal effect. ​

Shoutcaster

Lore:" Are you the quiet and reserved type? Do you have trouble getting your point across? Look no further then the Shoutcaster! The Shoutcaster makes a mouse sound like a rampaging elephant! Capture the attention of the masses as you  blast them with decibels ! Piercing sound waves that cuts through crowds, splitting eardrums wide open!"​

  The Shoutcaster is a weapon designed to capture the attention of whatever enemies you use it on. A player using this weapon will send out sound waves that do minimal damage, but can travel through crowds and cover. A player using this will become the focus of the enemy. This can be great for luring enemies into a trap, or away from an objective. ​
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   When the player uses this weapon, their avatar will being to shout through the megaphone. They can simply shout or howl like Tarzan while swinging from grind to grind. The sound of the megaphone can simply be static or the players avatar yelling. 
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The Shoutcaster really gets into the heads of the scabs. FizzCo Robots are mostly unaffected by sound.
  The biggest drawback to this weapon is it's power. It is fairly weak, although it does amazing well against scabs and common OD, it's damage out put on top of it's ability to draw attention make it an unwise weapon to use against FizzCo Robots and special OD. 

 You can definitely use this weapon to lure larger enemies away or into traps, but don't rely on it to take any of them down. It will still damage them, it just won't put them down anytime soon. In gaming terms, this weapon is designed to kite mobs and more powerful enemies around the map. ​

Designing A New Enemy

   In my experience playing through the game, there never seemed to be an OD unit that could negate or mitigate the players ability to grind on the power lines. Certain enemies such as the Gunker and Blower can use ranged attacks to hit player, the gunker can create a large ice mine that can knock a player off the power lines. These units however lack the ability to actively pursue the player and in my experience are almost a non issue. In the you tube clip below, you can see me dominating hordes of OD by sticking to the power lines.
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  The OD do have two other units that will actively pursue the player. The first is the airborne winger, that takes a surprising amount of damage and can deal just as much. The Mugger is a large agile unit that can lunge through the air and intercept or topple a player. They are powerful and can do a lot of damage. Once again, in my opinion, these units don't do enough to stop the player from sticking to the grinds over the city streets and bombarding the enemies below. In my experience, these enemies were usually swiftly dealt with. 
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Power Line Prowler

   ​The Power line Prowler is designed to counter players that stick to high grinds (power lines, roof tops etc). The Prowlers patrol the power lines in search of prey or they lay in wait behind a large billboard (like a motorcycle cop on the side of the road) for a target to pass by, using it's leaf blower engine to propel itself forward with enough speed to catch a player. They are not limited to just sticking to one wire or grind, they can hop between grinds, albeit they are vulnerable as they glide through the air in search of their new grind.​

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Power Line Prowler - Concept Art by Jeremy Lobdell.
Lore: " You thought you were safe riding around Sunset City's power lines, but a new terror is on the loose! The Power Line Prowler is a turbo charged meatball that launches itself down these power lines with a vicious velocity! With it's row of chainsaw teeth, it can chomp through anyone in it's path!" 

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Image I sent Jeremy to illustrate my idea.

​Attacks and Abilities

   When they spot the player their first course of action is to give chase, using it's speed burst ability it will attempt to catch up to the player or ram them off of their grind.

​   Prowlers are rarely seen on the ground or gliding lower then the height of a street light. If they do come down to street level, it is to quickly dive bomb a player. Their dive bomb attack is something they commonly use to move from high grinds to lower ones. ​

Chomp – The Prowler uses it's powerful jaws to chomp on a player dealing a fair amount of damage.
Dive bomb - The Prowler jumps off their grind and dives toward an unsuspecting players causing a medium amount of damage and knocking them to the ground or off their grind. 
Speed Burst – The Prowler uses the leaf blower on it's backside to quickly speed up and knock the player off of the grind. While pursing the player, the prowler will make use of this ability constantly.
Glide - Prowlers are capable of gliding for short distance between buildings and power lines. 
Launch - When a prowler is on the ground, it will quickly attempt to launch itself into the air, creating a small shock wave that will knock nearby players down. 
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   Prowlers are not as durable as Muggers or Wingers, but they can take a bit of damage. When they are on the tail of a player, it would be a good idea to try and shake them off as soon as possible. Players can switch to a new elevation, which will force the Prowler to glide or launch themselves in order to purse, leaving them vulnerable in the air. Prowlers are most vulnerable while gliding and on the ground.
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Prowler Sketches by Jeremy Lobdell.
   Their mouth and head seems like a good target to aim for, but the leaf blower engine on their back is where a player will want to target. Getting behind a Prowler is tricky however. They can barrel through a barrage of bullets before being taken out. Occasionally when killed they will continue barreling down the grind until they derail and expl

Prowler Design

   I designed this enemy to fill a void I saw within all of  the enemy factions. The enemies in the game are varied and they can attack the player while they are grinding high up on the power lines but none of them can chase you atop the wires/grinds.
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Prowler gives chase. - Concept by Jeremy Lobdell.
   If you watched my gameplay footage, I am completely unchallenged while grinding around and destroying every OD below me. I reached a point where this strategy trumps all others. Even when you add in Wingers, Gunkers and Muggers, sticking to the power lines is one of the best ways to stay alive and maximize your damage output. Having an enemy that can come straight for me causes me to stay aware of my surroundings, if I focus on just the OD below me, a prowler may come zooming by and knock me off the rails.

To Live and Die in Sunset City

  Sunset Overdrive is one of my favorite games for the Xbox One. It is a game that entertained me and inspired me. I hope the creations Jeremy and I came up with were something you could see as a DLC or in a sequel. If you have any comments, be sure to leave em here or send Jeremy or I a tweet! We would love to hear from you. Thanks for reading!

Concept Art was provided by Jeremy Lobdell!
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click here to visit his website!

- @Dannylv100
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Halo 5: FireFight - Thoughts and Impressions

7/9/2016

 
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​   Halo 5 has released a big update! A new mode called Firefight! Firefight pits a squad of eight players against five waves of enemies of increasing difficulty. Overall, I love this mode. However, I do feel like there are some issues that hold me back from truly loving this game mode. Here are my thoughts and impressions!
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Note: This isn't an "angry rant". I enjoy this game, but I feel like a few improvements would make this game mode excellent. Blindly yelling "This sucks" is never helpful. That is why as a game designer I offer my input on what I would do to improve the overall experience for all players.

​Good - Gold Rewards

   In the past I've said that the fact that Halo 5 doesn't hand out REQ packs freely was something that bothered me. I know they want players to buy them with real money, but nothing makes me want to play more then feeling like I am being rewarded for my time. ​ 
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​  The Firefight update rewards players a free pack just for logging into the game, one free pack a day. Firefight also showers a victorious team with Gold REQ Packs. That's right, GOLD, the best packs in the game. I was so happy, the first few games I played were just awesome, my team and I rolled through a couple rounds and I was earning gold/silver pack after gold pack.

   A game of Firefight can average around 20-25 mins, earning a gold pack or two feels like the right way to reward a player for dedicating the time. It also encourages them to play another round, it keeps them coming back day after day. 

Mixed - Not Enough Ammo

   Basically, you are always low on ammo. When you start the game you have half of the maximum amount of ammo you are allowed to carry. For example, you will have 12 in the magazine of your Magnum, and 24 in reserve. What is the issue? Well you are constantly dealing with boss enemies that require a lot of ammo, and they always bring hordes of enemies to defend them. 

  So you might say "Well use your REQ cards!", well that can help, but I still feel under equipped. Most boss enemies seem to shrug off rockets. Even an enemy Banshee can withstand multiple rockets before going down. You might use an entire rocket launcher REQ card to take down a single banshee.
​Suggested Fix: I would suggest that we increase the amount of ammo players can carry in reserve. For example, instead of a battle rifle carrying 108 bullets max, we give the player 324, three times the amount the player carries now.
  
I would suggest that we add more ammo terminals, they don't need to be fully fledged REQ stations, but ammo drops and resupply capsules around the map that would provide the player with ammo for their loadout weapons and grenades. I would also slightly increase the amount of ammo the REQ cards come with (just for this mode).  

Bad - Stop the Clock!

   This is a bit of a pet peeve, but I hate when the clock starts counting down and the boss hasn't even arrived yet. I hate that the armory is being overrun by Prometheans, and we're across the map.

 This might sound like a pet peeve, but why in a game where we have limited time would you start the clock when the boss we are supposed to defeat hasn't even arrived yet? This is especially bad in the early rounds when you are expected to defend the objective, but the Armory/Power Core is across the map! By the time you get there, it is full of enemies.

Suggested Fix: ​ I propose that we do not start a defense objective until one of the eight players has arrives to the destination.Don't start counting down the round until the boss is on the map. 

​Bad - No Time Bonus?

​   I understand why it isn't in the game, but it seems a bit strange.  So, when you complete a round quickly, you don't get any bonus time added to the next round. If you defeat one Mythic boss, you don't get any bonus time added to the clock. This is especially frustrating when by round 2 the respawn timer is increased, only punishing the player for a death.

 This is incredibly frustrating. On a few occasion we have to take out three Mythic level bosses only to fail with the last boss having a sliver of health. Thing is, two mythic bosses is bad enough, but three?! And sometimes that is after having to defeat four legendary bosses before that!
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​Suggested Fix: Giving the players a few seconds on the clock for successfully defeating a boss is something I would like to see added to the game. Rewarding the player with small time bonuses for performing feats of skill would also be a great idea. For example getting numerous headshots, carrying a combo or killing multiple enemies with a single grenade etc.

   We can work the time bonus into the game in a couple of ways. For example, any bonus time earned will be added to the fifth and final round. If players complete a round quickly, add 20 seconds to the clock at the final round. If no one dies in a round, add 30 seconds. There are a lot of ways to handle this. The final round can start at 5 mins and all the bonus time can get the round to be 6 mins or longer depending on how well the team plays. This would also allow players that aren't as skilled (or lacking REQ packs) to still contribute to the team.  

Mixed - Slot Machine 

​   I've had numerous games where the first or second round was a Defend the Armory or take out Banshee Raiders. Depending on where the defense point is, this can be a huge pain. It is extremely difficult to defend the armory or eliminate targets when you have access to none of your powerful weapons (REQ cards) etc. 

 The overall flow of the objectives feels random. I've had missions with numerous challenging objectives leading to an unwinnable finale. You might think I am just nitpicking, but I am not. There is such as thing as pacing. Mass Effect 3's multiplayer did a good job of breaking up the flow of objectives and combat. They never made the player complete three defense missions in a row. 

 On the flip side, I've also had a few games that were complete cake walks in comparison. Easy objectives in a row with a single final boss that is easily defeated.
​Suggested Fix: ​ We establish a pace and flow for each map. We let the player know what objectives to expect each round on certain maps. For example on the map March on Stormbreak the first round will always be an "Eliminate X amount of Y enemy" mission. With round 2 being "Eliminate a boss enemy" and the third round guaranteed to be a defense mission. It is important for the players to know ahead of time so they can prepare themselves and organize before the mission starts.

  This should also allow the game to know what objectives to give the players. If they player has already done one type of mission it should assign another type instead, to keep the flow feeling right. 

Mixed - Prometheans

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Promethean Soldier.
​I never liked Prometheans as an enemy. They are bullet sponges that teleport. Even the standard Promethean Soldier can soak up an entire magazine from a Battle Rifle before going down.

​   This is only amplified when the game just sends hordes of Knights/Soldiers after you all while you don't have any ammo because the game doesn't spawn you fully equipped.  
​Suggested Fix:  If the game insists on just dumping prometheans on the players, they can scale their health so they don't feel like bullet sponges. The covenant enemies seem to scale accordingly. They only become really difficult in round 4 and 5. They are manageable in the early rounds. Prometheans always feel like a chore.

​Mixed - Maps

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Urban - Great Firefight Map.
​​   Some of the maps work better for Firefight then others.Some maps are too big and other maps feel perfect for this mode. A map such as Raid on Apex 7 can be a nightmare, whereas a map such as Urban is just perfect.  

Nit pick - Firefight W/L

   It annoys me that Firefight is tied to my Warzone's win/loss ratio. After playing Firefight, I saw a large decrease in my W/L ratio, and it bugged me. This isn't a huge issue, I just don't understand why it wouldn't have it's own separate category.  

​Good - When it all comes together

​   When you're playing with a focused squad or a group of friends. When the game sets challenging but fair objectives, Firefight is amazing. 

​   Those are my thoughts on what I believe would help improve Halo 5's Firefight mode. Currently one of my favorite modes in Halo. I would love to see some of my suggestions implemented. I also believe Firefight can have a strong thriving community with continual updates. New objectives and enemies, I would love to see Brutes added to Firefight!

If you agree/disagree, feel free to leave a comment or message me on twitter. What changes would you like to see made to Firefight? Thanks for reading!  

- Danny Q
@Dannylv100
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