This in turn encompasses choke points, in the layout of the map I have incorporated animated cover objects which I am hoping will lessen the effect of players hiding around the corner waiting for people to come past them, instead causing firefights in the corridors with the cover objects providing both advantages and disadvantages, allowing players to both take cover and escape under cover if on low health.
I have also animated my doors to open quite quickly in comparison to a regular door opening speed, this does however fit in with my overall concept and is designed to stop players from sitting behind a door whilst it slowly opens, waiting for the other user on the other side to be revealed and easily shot in the legs/torso as the door rises and the opposing player is unable to see who is shooting at them.
These may yet change, but I am aiming to keep the gameplay and pacing as fluid as possible and feel that with quick door animations and moving cover it helps me to keep the pacing feeling right, this again will only come full circle when I get a larger number of peers on my map at one time with or without AI bots, I will be more able to fully analyse it then.
These may yet change, but I am aiming to keep the gameplay and pacing as fluid as possible and feel that with quick door animations and moving cover it helps me to keep the pacing feeling right, this again will only come full circle when I get a larger number of peers on my map at one time with or without AI bots, I will be more able to fully analyse it then.
No comments:
Post a Comment