Stilghar wrote:This could be really interesting for bosses. Using a warp dampening field so that the player has to attack certain parts (shoot the core!) of the boss without the possibility of warping for a brief period.
I was actually thinking of using the "warp dampening field" to make pickups more interesting. Lets call a dangerous area covered by a warp dampening field "the Guauntlet". Then for example:
- Run 100% of the Gauntlet without dying and receive a high value pickup at the end.
- Enter before the 50% mark and survival will be rewarded with a good value pickup at the end.
- Enter before the 25% mark and survival will be rewarded with a low value pickup at the end.
- Enter after the 25% mark and there won't be pickup at the end.
Now of course some enemies should only spawn when the player is running the Gauntlet - otherwise jumping in at the 25% mark might be suicidal due to enemy accumulation.
Stilghar wrote:Even novice players liked the feeling of warping whenever they wanted and something like this prevented it for them.
Novice players also like to shoot whenever they feel like it, yet you have made the deliberate design decision to limit ammo ...
In terms of encouraging the player to trade sides - the stage design should take care of that:
- Novice players tend to choose survival - you get them to warp by putting something dangerous in front of them, while the other side looks a lot less threatening.
- Advanced players will tend to chase the score - you get them to warp by putting a feast on the other side.
- Intermediate players chase the score to the best of their ability but they get out of Dodge when it gets too hot.
Now for a novice it may be to onerous too manage both ammo
and warp energy - but on "normal"? The point being is that a warp gauge can't be bolted on later for a harder difficulty, it needs to be an integral part of the (stage) design that can then be relaxed for novice difficulty. An advanced player is expected trade his (suitably constrained) resources for the maximum return and therefore must carefully plan out how available resources are spent. But in the end it is your game ...
Stilghar wrote:What we have seen is that advanced players already warp like crazy, simply because they don't want to allow enemies on any side go by.
Actually that could be a sign that the level of challenge is too low for that player. "Advanced players" need to be forced to prioritize, e.g. pouring all available damage into a mid-boss that is about to run away for a chance at a huge score payout while ignoring popcorn enemies even if it means having to dodge their annoying shots.
Stilghar wrote:It could work for hardcore players but it could spoil the game for many.
Ultimately you have to decide what kind of game you are making. Lots of people like a quick, disposable "blow stuff up" experience (though they are just as prone to label that experience as "too short"). But good shooting games tend to feed the "joy of a sense of improvement" coming from getting just that little bit further in the stage, getting a better score than last time, getting to the next stage, getting to the end with one credit, getting to the end with one life, etc. To generate that sense a graduated progression of difficulty and some depth in the game mechanics is necessary.