I want the player to feel like a cool one-man army capable of clearing everything in their path, while still being challenging to master. Think of things (that I have already implemented) like double jumps, dashing, bunnyhopping or even stuff like camera shaking, stuff like that.
I’ve been brainstorming a bunch of things myself, but I’ve kindof ran out of ideas. I’d love to hear ideas from you guys!
I’d say its less about movement mechanics and more of the combat.
The combat should probably be hard to master, but when you do you can become unstoppable, so maybe a complicated, yet simple, combat system?
Like Ultra kill you have so many different weapons, are you can use them in ways that does loads of crazy stuff. So uh yeah just my thoughts
In many RPGs, the player has the potential to level their character so high to the point where they can use many different types of weapons, abilities, or powers.
You’re making a good point, I have a generic zoom/ADS mechanic for every weapon but I might just scrap that all together and make them special abilities for every weapon…
Genius. I don’t know why I didn’t think of that before… I’ll mark this as the solution, but if anyone has something else to add to the thread feel free to reply!
BTW, additional thanks to the other replies, these help a lot and I will definitely take these into consideration!
Hmm. I would say VFX is an important part of it. If a player is hacking an enemy with a sword, the enemy dies, and he just… falls apart, that’s going to not look as powerful as the enemy blowing up, or a lightning bolt striking him or whatever.
Here is an example.
This might not be the style you are going for, but blade slices and movement mechanics need some VFX.
Also, music is pretty important too. If there is no music, it just won’t be as… well cool.