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/agdg/ - Amateur Game Development General

AGDG - The Board
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Welcome to AGDG, keep working on your game anon!
See also: /ideaguy/ | /vm/

File: 7abcefd875beedc⋯.jpg (10.96 MB,5472x3648,3:2,dog.jpg)

1e90af No.29213

posted in /v/ as well but:

>top down

>player is alone vs rooms of enemies, kind of like hotline in setup

>rooms are full of cover, close corners, and enviro hazards to give the player manuvering options and stop the player from getting shot across the room

>enemies don't die in one hit to some attacks, either need to be comboed (takes time), knocked into enviro hazards, or killed with a gun (more on guns below)

>player doesn't have a health bar, they die upon a successful enemy attack

>player has a sprint key which makes them move faster and become completely immune to getting hit, draws from a gauge that lasts a couple of seconds, once it's empty it recharges pretty fast, lets the player advance on armed enemies and escape death, but has to be managed well

>if the player is about to take a hit but has any sprint gauge, they'll avoid the attack automatically dodge and be invulnrable briefly, but the sprint gauge will then be locked for several seconds forcing them to retreat or aggressively end the fight

>melee attacks flow into one another (kind of like arkham combat but without counters, only way to avoid a hit is to parry by hitting first or to sprint)

>player has a gun they carry with them throughout the game, has a preset amount of bullets, not

>is reloaded only between rooms, can't be used as the player's primary option

>gun stuns at long range but is lethal up close, encouraging chaining it into melee combos and general gun-fu

>as a player combos attacks, avoids damage with sprint, and kills enemy, a gauge fills up, meaning they move more into 'the zone'

>depletes quickly if the player isn't involved in combat, especially at higher levels (maintaining high gauge requires the player to be in the midst of the fight and making crazy plays, using environmental hazards, chaining attacks, whilst playing conservatively and picking enemies off will only get you so far)

>the further into the zone the player gets, the more bonuses they recieve. melee attacks do more damage and stun longer, shots are lethal at longer range and autoaim up close, sprint recharges much faster

>if the player spends several seconds in the middle of a intense fight and is making crazy plays, maxes out the zone gauge, they can pull off a special move killing nearby enemies in a badass and satisfying animation

>enemies will always act in a deterministic way to certain conditions, no random element in how they behave

>quick restarts after death

>every enemy in a room has 3-4 different spawn locations, randomized on level load, meaning the room will have a huge amount of permutations and be near impossible to bruteforce, actually need to gitgud

>different enemy types introduced beyond 'dude with gun', possibly enemies that are slow and unarmed but immune to player stuns, enemies immune to enviro hazards, etc.

>maybe a nu-arpg style skill tree to let the player specialise- bullet time in sprint, extra ammo per room, faster movement, etc

would you play?

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61d3e1 No.29216

Make it.

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d29d00 No.29221

Going to say right now that you'll learn more about whether it's worth while by making it. If it's not fun, you can change it until it is.

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