Looter shooter design issues to overcome
If I do choose to use a looter shooter design element in my Megaman style game then the following issues must be done;
1. Good loot from grinding must be powerful when legendary drops happen.
2. Loot drops from missions that are legendary must be unique, not just powerful.
Design choices stolen from Borderlands 2.
Borderlands presequel design choices
1. Alternative loot choices when getting mission reward
2. Good loot drops
3. Unique passive abilities but weaker
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