Similarly, you can't let me use those bullets to kill off a character that needs to be around later on. At the least you'd need to make killing someone and instant loss so as not to waste any more time but preferably the action should be prevented entirely, otherwise we have much the same flaw where the entire game must be played again due to an incorrect decision.
If the bullets aren't required and I'm not going to be able to screw things up (or if you've gone the instant game-over route for killing the wrong character (could be annoying and/or seem quite illogical depending on the situation)) then let me use them whenever I like, and perhaps just provide the occasional gentle reminder that I shouldn't waste them.
If the bullets are required or I can screw up my entire game by killing the wrong person then I'd suggest not giving me any opportunity to use the gun before it's required, and further that you somehow ensure I can't use it later on.
Regarding having the gun jam it probably isn't a particularly good idea; if my gun jams every time I try to use it why would I assume it will work when I get to the situation that requires it? Furthermore, how are you going to explain it in a logical fashion? A more rational alternative to this particular option would be to only provide the ammunition when it's actually required and to then ensure that ammunition is removed from the player by the end of the situation.
Quote:Originally posted by FlarelockeThat one only works well if I have my gun out all the time. If I do then that's fine, but being an adventure game I suspect it may not be the case. Essentially we have the same problem as the mysterious jamming; if I've always lowered my gun before then eventually I'll stop pulling it out at all and therefore won't realise when I'm actually able to use it.
One game I played (can't remember which) had a good solution to this: when you're pointing your gun at someone the game designers don't want you to shoot, your character lowers the gun and won't fire.
A modification to this one that could make it work would be to have the character draw the weapon automatically when it should be used and holster it again after. This would wreck any suspense or element of surprise however and from the sounds of the OP these are desirable elements.
I'd say the option of making the gun an easier way out but never an actual requirement is probably a good one, and then just make the player aware that ammunition is scarce.
Hope my thoughts are of some help. [smile]