All I can say is we will see. Part of the problem is here that the
game isn't completed. Oh, I have notes illistrating my ideas for
various aspects of each game level they aren't set in stone, and are
subject to change in development. I'm kind of like a writer who just
writes not knowing how chapter 20 will end until he actually writes
it. He has maybe two or three ideas how to end it, but has not decided
which to do until the last couple of pages of the chapter. Same thing
applies here in my games. I have various ideas, but nothing will be
concrete until I actually sit down and write it.
So in order to reserve certain weapons for certain levels requires
balancing the game out throughout the entire game from start to
finish. Level 1 is suppose to be the easy level so has no real sense
of what level 10 will be like. I'm going to be messing with hitpoints
and things like that to balance everything out so there is a bit of
progressive transition from easy to hard. At this point I don't know
what will be needed for what exactly.
On 2/7/11, dark <d...@xgam.org> wrote:
> Hi Tom.
> The weapons business related to difficulty levels is true, however it seems
> rather a shame to miss the chance of discovering weapons simply for this
> how about keeping unlockable weapons, but changing the weapons angela starts
> with on different difficulty levels with respect to the monsters.
> Say, on advanced and expert Angela starts with the shot gun in addition to
> the pistol (afterall, it's not unreasonable to imagine her taking this with
> This stil! allows you to discover different weapons later on.
> Alternatively, you could have upgrades to the normal weapons show up on
> later levels, ---- eg, a crossbow instead of the bow and arrow, or a
> bazooker instead of the shot gun, which replace the initial weapon.
> Though personally I rather like the idea of keeping weapons until later and
> forcing you to make maximum use out of the weapons you find.
> Beware the grue!
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