Hey guys, I'm working on a prototype of a multiplayer competitive shooter using the UDK. The current elements that are set in stone are:
Game types for the prototype will just be Deathmatch, although I plan to have many other game types seen in UT, UT2004, UT3 and other games. Are there any game mechanics you guys think would make the core game mechanics more interesting?
- BSP only maps with little to no static mesh use [HOLP is a classic example]. While we could make maps very pretty by using lots of static meshes, I would much prefer to have a wider selection of maps. The other reason is for game play reasons and I wanted collision information to be presentable in a straight forward manner since weapons may have reflective (ricochet) based damage and it makes performing wall dodges easier and more predictable. Static meshes may be used sparingly in a few places but the idea is to have very little.
- Movement complexity is reasonably high, so wall dodging, boost dodging and jump dodging is in. Double jumping is unlikely. These will also be timed based to provide extra boost in movement speed.
- Perks. Perks are chosen before spawning and none of them need to be unlocked. Perks are fed points based on damage dealt, kills scored or other game play events. When perks are fully charged, players can then activate them. Once activated they cannot be turned off and they will tick down, but they can be kept activated for longer by earning points (similar to Adrenaline in UT2004 but without the key combination)
- Ammo Modifiers. These modify weapons by changing what kind of ammo they use. This is similar to Warsow.
- Armor. Armor is full blocking for a particular part of the body (No % based damage model, it blocks 100% of damage to a particular area).
Game types for the prototype will just be Deathmatch, although I plan to have many other game types seen in UT, UT2004, UT3 and other games. Are there any game mechanics you guys think would make the core game mechanics more interesting?