Main talking points:
Overview of the Game
Main Mechanic
Changes made so far
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The game we have decided to make this semester has been titled Toybox Nightmare.
It's a third-person shooter where you play as an 80s-style action figure and battle other, even, toys to reach the big bad himself: Arm-A-Geddon. One of the core mechanics of this game is that you are able to pick up the arms of fallen enemies and attach them to yourself - giving you various bonuses in the process. Originally, the game also had melee enemies and combat, but that was cut so we wouldn't have to split our focus between 2 very different combat styles.
Other than arm-switching the game would be more-or-less like any other TPS that leans toward more arcade-y gameplay: you can sprint and crouch and either "aim down sights" or shoot from the hip. The "" are there because we haven't really talked about ADSing, so it's not going to give you any benefits at the current stage of development.
The exact benefits of arms are being discussed, but the easiest for us to make and the player to understand would be constant passive buffs, like +x amount of HP or Damage or movement speed. These buffs should be balanced in a way to fit together with the weapons, which are the primary tool of the player in the game and are being designed to work better against certain enemies, so the palyer always needs to switch them and think about what combination will be the best against any given opponent.
We are planning to have a few different enemy types that will have their own abilities and thus present different challenges to the player.
In addition to the enemies, there will also be the Boss of them all, who is in some ways inspired by the Hunters from The Division & The Division 2. The boss will have access to the same weapons and arms the player has and will have a different combination each encounter. He is also being designed to try to behave more like the player, making him more challenging and interesting to fight.
So far, we haven't made many changes to the core mechanics of the game, but the size of our team means that there is a lot of debating of almost all other elements of the game - from level styles to what tools the player has access to.
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