As it's been 2 months, I've done a load of work on the map(s). Yes, it is now two separate maps. I was trying my hardest to avoid this, but something in the resistance tunnels was causing the rest of the map to bug out completely. So, it's two maps now. Here's a list of everything changed or added.
1: New character interactions
Wires now has a mission objective for the player! (And some things that will affect further areas.) It was boring before how he just gave you a crowbar, that you'd get at the apartment anyways. It felt pointless. So, now if you don't do this mission to get the crowbar, you'll have to pry the boards from the apartment wall off with your fingers. Obviously this will result in damage done to the player (some % of current health)
This random guy at the top of the stairs also has a small side mission, finding his TPS report! To a lesser effect, this can provide the player with some needed resources or just a friend later on.
2: Inventory/Credits System
So, I had noticed that there are quite a few health kits and vials that just sit in the map. The player must feel invincible in this, as they basically never have to use those and just skip around killing everything with ease. Thus, I had to change the damage values both done and received by the player. In doing this, I'm hoping to make it necessary for the player to aim for heads and conserve their health. Though this brings me to the actual inventory system!
The player can hold health kits, items, credits (we'll look at their use in a second), and whatever else they can get their hands on! These variables will carry over into different maps, so the use of the items may not be immediate.
Newly added are the vending machines scattered around the city! As the player starts with 15 health, they can use their credits to buy medicine, food, or a lottery ticket! (1 in 400 chance of winning, yes it's possible and yes I have confirmed it.)
3: Resistance Base
To avoid spoiling too much, here are just a few screenshots of the area. It's not 100% finished as of typing this, but it's mostly there.
As the map progresses to it's final stages, which should be here in the next few months (if not weeks), there will be many more character interactions all over the place. Right now, the map takes about 30 minutes to complete, at a very brisk and knowing pace. I figure the average person will take more around 40 minutes to an hour if they're struggling trying to find their way around.
The biggest things for me is empowering each and every one of the player's decisions in having an impact on the world! Yes, you can be evil, but it will cost you! Avoiding side quests will harm you. Being a good guy will sometimes help you! Or even sometimes hurt you. Just so long as the player's actions MEAN something, that is good enough for me.
I'm still not sure about crafting the prison into it's own level, as it's truly just a punishment for players acting silly. E.g. killing random citizen NPCs with a crowbar for the fun of it. It's ridiculous and will break the map, therefore they ought to just be put in jail and nothing else to it.
Lastly, I've been thinking of adding some different areas for the player to wander and have fun in. Stores, streets, etc. Though this would introduce more difficulties in saving the variables, continuing the map, etc. It's all up in the air right now. I mostly just want to finish out the resistance base and add the combine-friendly ending.
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