It’s been a few months since the last post. After we added bombs into the game, we started designing some dungeons on graph paper. However, we quickly realized that without having special weapons locked down, we really couldn’t design dungeons because we might accidentally make them obsolete. This is because special weapons serve as “keys” to “locked doors” in dungeons. For example, perhaps a weak wall stands in the way of the player. Using a bomb to blow up that said wall is the “key” to “locked” wall.
We had two goals in mind when coming up with these special weapons:
- They must serve puzzle solving elements. Plural. As in more than one unique instance (looking at you, Spinner from Legend of Zelda: Twilight Princess).
- They must serve in the combat of the game.
Thus, we began the adventure of brainstorming what special items (as well as other special armor / gear) the hero can collect along the way.
Last time we mentioned we had created WIP Bombs. We’ve polished bombs a little more, and even added gloves to the hero, so the player knows when they’ve equipped the Bomb Gloves. Bombs will obviously break through weak walls, as well as deal heavy damage to enemies.
The Light Rod will be the final rod of suite. Currently Fire, Water and Ice Rods have multiple varieties, as well as derank during use. However, the Light Rod will not derank, and there is only one Light Rod. It took us a while to come up with how light can damage an enemy. Then one day, it hit me as I was driving and I could barely see with the sun in my eyes — what if being blinded was a game mechanic? Thus, the Light Rod casts a beam of light that can stun an enemy instantly if the beam hits the enemy in the face, as well as deal 20 damage. Originally, we were going to blind the enemy either temporarily or permanently. However, this felt too overpowered because the enemy would roam around aimlessly, making them too easy to kill. Therefore, we went with the stunning the enemy for a good amount of time approach.
The Light Rod will also shine light in dark areas, clear dark energy, and turn stone into rubble. Beams can also be reflected off of certain surfaces.
Boomerang (Working Name)
We thought it would be cool if we could have a weapon where we draw its path. After playing around with it a bit, we finally had something that seemed to work well in the engine. Currently we are using a boomerang to represent the object — but this will change as the game and story gets refined.
When the player presses the attack button, time stops and they are able to draw a line that the boomerang will follow. Lines can’t flip, but can be drawn for a certain amount of time. The end point will eventually move faster and faster and fade once time is about to expire for drawing. After the line is drawn, the camera is moved back to the hero and the boomerang is thrown.
If the boomerang hits a wall or reaches the end of its path, it will navigate back to the player. Currently, the boomerang automatically stuns enemies for a small amount of time, as well as deals 10 damage. The boomerang will also hit switches that a straight shot (e.g. a bow and arrow) would not normally hit if a wall is in the way, because the player can draw a path around the obstacle.
Grappling Hook (Working Name)
The Grappling Hook is the hookshot equivalent in Violet. If an enemy is far away, the Grappling Hook can be used to bring enemies closer to the hero. If the enemy is much bigger than the hero (e.g. Centaur), the hero will actually be projected towards the enemy. Enemies caught in the hook will also be dealt 10 damage, as well as stunned for a small amount of time.
The Grappling Hook can also be used to reach areas not normally reachable on foot by the hero. The Grappling Hook can be thrown and latched on certain surfaces that the hero can then be projected towards.
Orb Shooter (Working Name)
The Orb Shooter is very unique in that it doesn’t deal damage, but acts as a defensive mechanism for the hero. If the
Y button is pressed, an orb will be shot towards the target. However, if the
Y button is held down, orbs will begin to surround the player, acting as a defense. If so many orbs hit an enemy, the enemy will be stunned. If an attacking enemy hits the hero when surround by orbs, the hero will take no damage and an orb will dissolve. Orbs that are shot cannot protect the hero. If the player releases a held
Y button, all of the orbs that were surrounding the player will be shot towards the target.
The orb shooter can also be used to trek harsh surfaces because the orbs act as a barrier for the hero.
It’s taken a while to not only figure out what these special weapons were going to be, but how they function in the game. Much of these are still early in the design phase and will probably get major adjustments to them. We’ll also want to make sure they are balanced well with the rest of the game. Since we have a good system in place, it shouldn’t take two years to get these polished like the rest of the engine. 😉