[DSG] New Mechanics & Stuff. [NEED INPUT]

Posted by DSG on Nov. 4, 2010, 12:27 a.m.

Well, Adding some new stuff before I can continue adding to the environments, I'm programming in more maneuverability stuff.

So far, I have [new mechanics since Depths' older incarnation]:

-The ability to strafe.

-The ability to aim at 45 degree angles up and down.

-The ability to aim straight up.

-Quicker gun*

-Variable jumping**

-Swimming

-The ability to go underwater, including very different water quasi-physics

-The ability to grab horizontal ropes and climb across them

-The ability to grab swinging rings and swing yourself off of them

-The use of ladders

-Moving platforms

-Crouching [for lower aim]

*[When turning left to right and vice versa, there is an animation of rotation. When you fire your gun while in the middle of this 'turning around' animation, in the old Depths, the gun would fire in the same direction until the turning around animation completed. It was a short animation [14 frames], but still got in the way when an enemy is present. So, when the gun is fired, it fires in the direction you're going to be]

**[based on how long you hold jump, and if you're looking up for just a bit more of a boost… it adds drama to the game play if you think about it.]

Newer mechanics that I'm programming in [or planning to] include:

-The ability to catch ledges [finished]

-More variations of ghostmode interactions***

-Gun-activated switches and a system where the energy of your gun will power particular devices.

-Collecting Easter eggs [literal Easter eggs]

***[Such as pulling blocks out of the wall to be used as jumping platforms and other such platform-moving techniques, a "ghostmode cannon" of sorts, and a re-implementation of the ghost-chain mechanic [if you remember that from the old Depths]]

There are a few more ideas in my head that need not be mentioned. However, in my opinion the more diversity in the character's maneuverability, the more variety and engagement in the puzzle-like elements of the game.

Any suggestions? Anything you think would add to the mechanics of the game play?

And, here's you're screenshots, though they aren't showing anything too new other than the ledge-grabbing feature.

The second room clearly is just a test room lol but I gave it a few tiles so it wasn't too hideous

And, here's the ledges in action, PLUS the new save points. ^^

Also, I'm currently working on a save system. So… yea. there's that.

Comments

Alert Games 14 years ago

I could suggest for later ideas, maybe some creatures in the backgorund? like birds in the distance. makes the game seem more real than just a static place.

no ships though cause i think that would not go with the story?

DSG 14 years ago

That's actually a really sick idea, I like that a lot