Project Bio Metal Bounty Hunter Design Notes #1

 I am just going to be writing these every time I get more experience/ knowledge from working with this project to note down my success and failures.

I am taking note of the fact that I'm making great progress from before but besides that I have now added the mobility/ melee tools and realizing the more I added the more the balance becomes harder to actually apply with having to adjust things and things becoming more execution mastery with the use of the different mobility/ melee tools synergizing together.

When you have a bunch of systems flow into one another you have the gears and wheels turn while having it where the use case of the gears that don't and shift you have it where the player is slow but combining these tools together turns the slower movement into a character on crack with the amount of speed you can build up.

If I do move forward adding both the contradicting nature of Mega Man's levels combined with Mario; I'll need areas to be separate in both regards for how the levels are able to be played. I need Mario section, Megaman section, etc.

This does feel well worth it at the end of the day however. I usually give up on projects but learning a new system and not giving up on it has been great at the end of the day.

Only have 20 hours of experience with the game engine and the following has been added.

Mobility teching with slashing, thrusting, sliding, jumping, idle, friction and sliding

Attack chaining

Speed chaining

Shooting

shoot run

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