Implement respawning health pick-ups #108

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opened 2021-11-17 20:17:02 +01:00 by unfa · 1 comment

As means of restoring health in the field, we should place pickups.

We can make them look like large beer canisters or 4-packs later.
Gotta make the lore consistent ;)

As means of restoring health in the field, we should place pickups. We can make them look like large beer canisters or 4-packs later. Gotta make the lore consistent ;)
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For starters the health pickups should have two variants.

Tiny and small :)

Tiny could work like Health Vials in UT99 - add 1 point of HP and usually be see in groups of 5 or 10. The 3D model could look like a little medicine bottle with a liquid inside.

Small would be 15 to 25 health points (nto sure yet), needs playtesting and balancing).
The 3D model could bea beer can (I've made a model but it's way too detailed. If we reduce the texture size it should be fine though.)

The idea is to not have pickups that can dramatically increae a player's performance. That's why "quad damage" or "150 pointsof armor or overheal" is not gonna work.

The idea for the gameplay is to help bridge the gap between new and expert players, not to give the last ones tools to completely demolish the noobs. And memorizing key itemp placement and controlling respawns is what Arena shooters are all about. To lear nteh arena and take advantage of it better than your opponents.

Not here - we want to breed teamwork and etablish that players need to cooperate to achieve something, but also - that everyone has an equal chance of success.

For starters the health pickups should have two variants. Tiny and small :) Tiny could work like Health Vials in UT99 - add 1 point of HP and usually be see in groups of 5 or 10. The 3D model could look like a little medicine bottle with a liquid inside. Small would be 15 to 25 health points (nto sure yet), needs playtesting and balancing). The 3D model could bea beer can (I've made a model but it's way too detailed. If we reduce the texture size it should be fine though.) The idea is to not have pickups that can dramatically increae a player's performance. That's why "quad damage" or "150 pointsof armor or overheal" is not gonna work. The idea for the gameplay is to help bridge the gap between new and expert players, not to give the last ones tools to completely demolish the noobs. And memorizing key itemp placement and controlling respawns is what Arena shooters are all about. To lear nteh arena and take advantage of it better than your opponents. Not here - we want to breed teamwork and etablish that players need to cooperate to achieve something, but also - that everyone has an equal chance of success.
gilgamesh added the
enhancement
label 2021-12-14 15:23:48 +01:00
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Reference: unfa/liblast#108
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