Sign in to follow this  
Sir Sapo

Need a Weapon Idea

Recommended Posts

Hey guys, I need your creative help. In my game, Angels 20 , you fly your airplane around in a 2D sidescrolling view like in Wings of Fury. You have a Cannon and you can choose 1 of 3 secondary weapons to carry on your mission. Right now the secondary weapons are Bombs, Rockets, and a Smoke Canister. My original idea was to have the player be able to drop a smoke canister, and mark a location for a large carpet bomb strike. However cool that idea may have been, it really didn't make much sense... Why carry one smoke canister and call in an airstrike when you can do it yourself and still have bombs left over? Anyways, I already have this secondary weapon slot coded into the game, and I dont want to waste it, so that is why I am coming to you guys. Does anyone have any ideas for a weapon (or device, it doesn't have to blow up :)). You guys can test out my game( to see the context the weapons are used in) by downloading the .zip from the link below. Angels 20 Feel free to leave any other suggestions regarding gameplay here as well , I'm all ears (and excuse my art, some of it is horrendous, look at the buildings...) EDIT: Forgot to give you guys the controls: Controls: Left/Right arrows - Changes Pitch in flight mode, moves left and right in hover Also used for choosing secondary weapon while on the carrier Up Arrow - Switches between gun and secondary weapon/thrust up in hover mode Down Arrow - Converts plane to either hover or flight mode(depending on current) Spacebar - fires current weapon. Up and Down Arrow at same time - Ejects (be sure to do this before hitting the ground or else you have to restart the game)

Share this post


Link to post
Share on other sites
The portable nuke idea, however cool it would look, still falls under the same catagory as the carpet bombs, why carry one big weapon when you can carry lots of smaller ones and do the same damage. The laser guided missiles gave me an idea: When you fire your missile, the camera follows the missile, your plane levels automatically, and you can manually fly the missile to its target. I'm afraid that this idea might make the game too easy, because you can standoff and fire your missiles from safety. I may impose a limit on how many weapons you can use in a mission to discourage that kind of play however.

Share this post


Link to post
Share on other sites
1. decoy plane - small model plane you launch from your plane, it emits a radar signature to draw enemy fire. lasts for a set time (it has very small fuel tank) or when damaged by enough enemy fire

2. torpedoes - for taking out ships

3. EMP bomb - disables enemy guns/ships for a short while (1-2 secs?). also affects your plane for a shorter time (0.5 sec) everything stops moving, shooting

4. chaff/ECMs - spreads a cloud of fireworks, metal parts to confuse radar, IR tracking systems. guns, missles will be less accurate

6. Signal decoder - send out codes that identify your plane as part of the enemy - you will not be attacked. needs to be charged (to decrypt security codes) and lasts only for a few secs (enemy changes security code)

Share this post


Link to post
Share on other sites
Unless the secondary weapon is activated/operated differently the only thing that differ's is the visual appearance/effect of the weapon.

Are all your weapons controlled via one simple button push?

'It's not what you do it's the way that you do it' is a saying that applies to everything in game development and something you should say to yourself all the time when making a game.

Why not make the turrent of your guns be controllable 360 degrees via analogue/D-pad rotation and for bullet/missle range to be controlled via how long you hold down the button? or for your gun's to have a gauge on them for weather they miss/hit-I mean make a game itself out of shooting to make the whole thing more intricate/engaging-even cinematic.

Share this post


Link to post
Share on other sites
Quote:
Original post by JimmyShimmy
Unless the secondary weapon is activated/operated differently the only thing that differ's is the visual appearance/effect of the weapon.

Are all your weapons controlled via one simple button push?

'It's not what you do it's the way that you do it' is a saying that applies to everything in game development and something you should say to yourself all the time when making a game.



Thats a good point, even though the weapons have different damage ratings and graphics, they do pretty much the same thing once you shoot them (Bombs fall , Rockets/Bullets fly). Thats why I thought the Player Guided Missile was such a good idea because it breaks the mold of fire and forget weapons.

Share this post


Link to post
Share on other sites
Genjix, be serious. He actually needs doable ideas.

If you had it where the nuke did damge to everything. Like, have it do damage to the player also.

other then that, some sort of autobot thing would be cool.

Share this post


Link to post
Share on other sites
I think area damage would be the way to go. The biggest problem I had with the game was hitting ground targets. A cluster bomb or some napalm would be great, even if you only got, say, four of them per load-out.

By the way, that's a fun little game. I always get creamed too close to the ground, so I have to restart, but once you get that smoothed out you'll have a really addictive game on your hands.

Maybe you could make the third weapon be airbrakes, or bullet-time. I always lose control because of the sheer speed of the game.

Oh, and in the future, add some kind of horizon line in the background, or some other mechanic by which I can estimate my altitude more accurately. A lot of my loops into strafing runs wind up with my plane lawn-darting and me becoming profane.

Share this post


Link to post
Share on other sites
Quote:
Original post by Genjix
nano-machines or a man on wheels with a fishing hook for one of his arms, 8 laser beams for eyes and missiles on his back.


Best idea I've heard all day :P

Thanks for the praise Chef, I have a version that I tested background clouds with, but I forgot to put the mechanics in the current build. Good call on the airbrake too, after playing the game every time I recompile, I've become quite good at it and not a good judge of difficulty :D.

Share this post


Link to post
Share on other sites
How about paratroopers? You select the weapon and like bombs, a bunch of lil guys come tumbling out. Once on the ground, they run around with primitive AI and help kill enemy troops. Its worth a shot.

Share this post


Link to post
Share on other sites
HUMANITARIAN AID!

Okay so in between blowing things up, you can drop medical supplies, food, clothing. etc. for extra points / respect / love / reputation / because it unlocks secrets and new-weapons. But make sure you use the right 'weapon' so you don't blow them up.

OR Weapon caches for allied troops!

Share this post


Link to post
Share on other sites
These are all great ideas, but they dont fit the mold of the game very well. Angels 20's campaign mode is pretty much you vs them, without any help from wingmen(actually , thats a good idea) or ground forces. Download the beta in the first post if you want to see how the game mechanics work.

Share this post


Link to post
Share on other sites
Just letting you guys know , I implemented the Player Controlled Missile idea , and I think it works pretty well. There's still some balance issues to work out, but it's looking pretyy good so far. Only problem I have is the particle emitter on the tail of the missile is drifting upwards a little, but its no biggie. Anyways, here's the updated .zip, let me know what you guys think.

P.S I changed the controls around, now Shift switches weapons.

Angels 20

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this