When “Too Human” started its early development phase for next generation platforms we really wanted to create something that was unique. One of th
e core game mechanics was to focus on melee and ballistic weapons and the strategies in doing so. Giving the player the option to switch between melee and firearms would have been meaningless unless it added to the experience. In order to overcome this challenge we focused on the hybrid nature of the game. We focused on the concept of “variants” to achieve our gameplay goals. Everything in “Too Human” is designed around the principle of classes and variants, and what lies within each of those classes. Let’s take the race of the Goblin’s.. There are three classes of goblins, regular, assault, and leaders. Regular goblins can perform melee attacks. Assault goblins fire missiles, while the leader goblin paints targets for the assault goblins, which adds accuracy and increases their rate of fire.. Leader goblins are also significantly tougher and have a shield, which allow them to withstand significant punishment. To illustrate our concept of variants, I will focus on the most basic enemy in the game, the regular goblin, who is equipped with a basic melee attack. Within “Too Human” we are able to significantly diversify the gameplay by altering the make up of any class of enemy. Regular goblins are enemies that were designed to be easily dispatched by the player. Only in very large numbers are they usually a threat. However, there are variants that the player really will have to pay attention to. You might recall this screen shot of a goblin. This is an exploding variant of the goblin. On its death, it will explode doing damage to everything in its wake. If the p
layer decides to kill this type of goblin with a melee weapon the player will take damage. The best way to dispatch these enemies is from a distance with firearms. VDO Games
e core game mechanics was to focus on melee and ballistic weapons and the strategies in doing so. Giving the player the option to switch between melee and firearms would have been meaningless unless it added to the experience. In order to overcome this challenge we focused on the hybrid nature of the game. We focused on the concept of “variants” to achieve our gameplay goals. Everything in “Too Human” is designed around the principle of classes and variants, and what lies within each of those classes. Let’s take the race of the Goblin’s.. There are three classes of goblins, regular, assault, and leaders. Regular goblins can perform melee attacks. Assault goblins fire missiles, while the leader goblin paints targets for the assault goblins, which adds accuracy and increases their rate of fire.. Leader goblins are also significantly tougher and have a shield, which allow them to withstand significant punishment. To illustrate our concept of variants, I will focus on the most basic enemy in the game, the regular goblin, who is equipped with a basic melee attack. Within “Too Human” we are able to significantly diversify the gameplay by altering the make up of any class of enemy. Regular goblins are enemies that were designed to be easily dispatched by the player. Only in very large numbers are they usually a threat. However, there are variants that the player really will have to pay attention to. You might recall this screen shot of a goblin. This is an exploding variant of the goblin. On its death, it will explode doing damage to everything in its wake. If the p
layer decides to kill this type of goblin with a melee weapon the player will take damage. The best way to dispatch these enemies is from a distance with firearms. VDO Games Another diverse variant is Electro Magnetic Pulse (EMP) goblin. These particular goblins are resistant to firearms. In fact, when you shoot them they start to glow. The more you shoot at them the more they glow. As the globins move closer to you and continue to fire EMP burst disabling your fire arms for a period of time. The best way to deal with these goblins is with your melee weapons so they can be killed without charging up.
Imagine a scenario where there are 25 regular goblins combined with an explosive goblin and an EMP goblin mixed in the mobs of attacking regulars. A skilled player would be able to quickly analyze the situation and shoot the explosive goblin taking out several other goblins with the explosion. Then clean up the rest with melee combat rendering the EMP goblin useless.
We have many variants for each class of every race. Imagine assault goblins that fire missiles that freeze the player in his place and you will start to get the idea the possible permutations. The combinations of these variants offer significant challenges for the player and also a good deal of diversity and strategy for switching between melee and firearms. The concept of variants also is not limited to enemies but also extends to weapons and player classes; however, that is a blog for another day. We are looking forward to seeing the reaction from players as they discover these variants within “Too Human.” We hope you like the variety as much as we liked de
signing them.
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