>>14701478
>we have these levels where players need to jump between islands over a bottomless pit so we can challenge the player's platforming capabilities more
<the playtesters won't like that, take out all environmental hazards and overly challenging platforming sections in the combat levels, make sure it's entirely traversable with ledge grabs
>we have this cool system where you gain health if you finish enemies off by shoulder bashing them, we could also incorporate the shoulder bash as a dash move
<that's gay, finishing off enemies with fatalities is cooler and more marketable, also dashing in first-person gives me motion sickness
>players keep backing up and running away from enemies instead of actually moving towards them, what do we do
<just lock them into arenas for the combat, also just divide combat from the exploration because since this has DOOM in the title, it's gotta have exploration, also glory kills and chainsaws
>oh shit, glory kills and chainsaw ammo pinatas always ensure the player is stocked on ammo and health so putting health and ammo in secrets in pointless, what do we do
<uhhh make the secrets worthwhile by putting upgrade points and collectibles in there, also armor is a second health bar now so they work better as secrets
>if the armor already does that, what do we do with mega health then
<uhhhh just place them as a secret every now and then
>the playtesters keep dying
<just put more chainsaw fuel and BFG charges on the beaten path, that way they can never run out of ammo or get stuck in a sticky situation, also increase the BFG charge capacity to three and scale max chainsaw fuel capacity with your overall max ammo capacity
>there won't be enough upgrade points for the player base stats to spread consistently throughout the game, what do we do
<just lower the default stats, starting off with a maximum capacity of 20 shells and 50 armor sounds good
>we have skill trees for finding secrets, environmental resistance, and dexterity, though everyone only specs into dexterity at first because playtesters find it the most useful tree
<lock the dexterity tree until you get a certain amount of weapons then
>we have some plans for the weapon upgrades and letting the player permanently choose between one of two
<yes, we have to give the player as much freedom as possible in their playstyle as any self-respecting AAA game should, but instead how about nerfing each weapon and then selling the nerfs back through upgrades, and letting players have both mods on the same gun so they don't get frustrated at having to choose between the two
>isn't the fun of these RPG systems the possibility of many different kinds of builds which isn't that possible if you give the player too many upgrade points anyw-
<nah, isn't there more we can lock behind upgrades? how about having an upgrade for essential things like mid-air control, faster glory kills, larger glory kill initiation range
>sir, according to our marketing team we're billing this game entirely on its combat, so why do we have to spend so much effort on creating parts of levels where the player isn't fighting at all and just exploring without being threatened by enemies
<because this is a DOOM reboot so it's gotta have exploration, but hopefully fans appreciate our entirely new take on FPS combat without them calling us out for it being too different