Game:
ArmA 2 - DayZ
Weapon Crafting Mechanic
Description
This mechanic would give a lot of players a fighting chance at
survival as currently, players start with no weapon and must risk coming into
contact with zombies to find a decent weapon. Additionally keeping a good
supply of ammo is very hard and so a crafting system would help players make
their own ammunition and weapons like a harpoon gun whereby they are able to
retrieve their shots, allowing players to fight in different ways and be more ready
for a fight. In order to create items a player must simply have the required
parts, with no schematics or skill levels required to match the free style of
play DayZ encourages, however to limit crafting to a degree and also to
encourage players to encounter each other, crafting is restricted to
workbenches found within industrial areas.
Example of a workbench |
Programmers
Programmers would have to create a simple script that would simple
say if player has required parts at a work bench, they gain the final weapon
and lose the parts that they had within their inventory. Additionally they
would have to allow projectile weapons such as crossbow bolts to be picked up,
meaning that they would have to remain within the game after fired, but
disappear after 10mins.
Sound Design
Simple metal hitting metal sound effects with some variation such
as wood hitting metal or the sound of a saw cutting through wood etc.
Animators
Some slight animation of arms
torso and head of the player hammering things and moving his head to get a
better view of what he is doing. This will need to be done as although ArmA 2
is mostly played in 3D person, some players will switch to first person from
time to time.
Artists
Artists will have to create and texture extra DIY looking weaponry
to give them a very rugged and salvaged look and feel. As well as the weapons however
each individual asset of the final weapon must be made as each of these assets
must be found and collected separately before assembling. A simple GUI would be
created as well so players can simply navigate and place items in a minecraft
style with no need for schematics, but rather it would be based upon the player’s
own knowledge of if it’s possible.
Example of Crafting UI where a
broken M16 + 3 scrap metal (arranged like so) = Crossbow
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Power Mechanic
Description
The power mechanic allows players
the ability to temporarily restore power to an area such as a town or city to
allow the player more visibility at night, if the player is able to make their
way to the power source, be it a power station or a generator etc. However this
is only a temporary solution as it is post-apocalyptic and eventually whatever
is generating the power will run out of juice.
Less light would force
players to depend on unreliable
flashlights making the game more tense.
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Programmers
Programmers would have to add additionally functionality to
certain objects such as light switches, other light sources, generators and
power stations to be able to turn them on and off. Additionally programmers
would have to create a runtime amount for each power source which would depend
on how big a power source it would be, for instance a power station would
supply more power to more buildings and for slightly longer whilst generators
would provide less power the bigger the building is or the more buildings it’s
trying to supply.
Sound Design
Sound designers would need to add low humming noises for active
power stations and loud engine noises for active generators. Additionally
simple noises such as a light switching off for when a player is switching
lights on and off or additionally turning generators or power stations on or
off.
Animators
Generic animation featuring hammering movements of the arms and
screwing to give the impression that a player is constructing something. This
must also be viewable in 3rd person view so the head and body must
also be moving as well for the animation. Custom arm animations may have to be
made for crafted weapons if the crafted weapon does not fall into the normal
area a gun would go, e.g a bow and arrow.
Artists
3D models and textures of weapons
and parts would follow the same style of the rest of ArmA 2 to avoid them
standing out from the game. 3D models would have a medium polycount and a very
realistic look to them with photo textures. Crafted weapons would have to be
able to fall into the same area a gun would fall into in original ArmA 2 as the
game uses ArmA 2’s animations. In the case this can’t be avoided animators will
create custom animations.
An urban area with a few lights
on creates great atmosphere,
if only they could spark and flicker before
dying out on a player
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