6/21/2011
When adding elevation I try to keep thing grounded in reality. With this new vaulting code we can have the player scale walls and cliff sides. The cliff sides can't be too high else we will have the player jump twenty feet in the air to climb over a cliff. I need to make it that no area that is scalable is no higher then seven feet high. Since the player character is about 6ft tall. This doesn't mean that I can't have crates or other things for the player to climb first.
6/22/2011
6/23/2011
6/24/2011
6/29/2011
6/30/2011
The design for this area would have different pieces of cover, high and low. Nothing to high or in the way. I want to keep the players line of sight open so they can always see where the enemies are coming from. If this area is too cover heavy the player will lose sight of the enemies and they will just overwhelm the player.
The problem with this is area is that it is huge. A large area is great for a combat bowl but if it is too big then the player will lose sight of where they need to go.
Once the player reaches this area they will be met with a mixture of machine gun enemies that will engage the player from mid range. In the background toward the cliffs there will be a sniper who will take potshots at the player when they are exposed from cover. The second type of enemy that will engage the player will be shotgun wielding enemies. What is great about the shotgun enemies is that they will rush the player forcing them out of cover. Even if the players are able to make some distance between the shotgun enemies and themselves they can toss grenades at them.
This area is another combat bowl design. The player can remain out here in the open or retreat back to the house where the enemies will give chase. The idea here is that the player will have a few options. They can engage the enemies in the open, they can fall back into the house and they can even try to get to the second floor of the house and take out the enemies from there.
- Danny Q
@Dannylv100