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I think the Proto/Bass/item system would werk best for the following reasons:1: It would keep the player from having multiple powers. - By having the main wep be replaced with each upgrade, you can effectively keep one power at a time. Also, discarded wep could turn into a bouncing item someone else could pick up, if someone like to code nightmares.2: It would be (mostly) easier to program using this system then majorly altering another system/creating one from scratch. - This comes from my lazy side, but it seems like it would be simpler and easier to use the current item system.3: It would be a homage/reference to the actual games. - Pick up a power (Inhaling it) > Activating a power (Swallowing it) > ??? > PROFIT (PROFIT)So yeah, that's what I think. Also: (click to show/hide)I WERKED ON THIS FOR ALL OF FIVE SECONDS SO FAR SO DON'T JUDGE ME!!!!11111 (yet)That is all.
You could have the "bouncing star" be a projectile that shoots out of a player when they activate another power. This star would deal 1 damage, give you the power, and then heal you.Obviously, this would require a ton of new damagetypes/near identical star projectiles, so it may not be worth it, but it's an idea.
I think the Proto/Bass/item system would werk best for the following reasons:1: It would keep the player from having multiple powers. - By having the main wep be replaced with each upgrade, you can effectively keep one power at a time. Also, discarded wep could turn into a bouncing item someone else could pick up, if someone like to code nightmares.2: It would be (mostly) easier to program using this system then majorly altering another system/creating one from scratch. - This comes from my lazy side, but it seems like it would be simpler and easier to use the current item system.3: It would be a homage/reference to the actual games. - Pick up a power (Inhaling it) > Activating a power (Swallowing it) > ??? > PROFIT (PROFIT)
For the weapons I'm trying to work on, I'm suggesting we put in an alt-fi-*shot fired* Wait! *bullet stops* Hear me out first. We should make the weapons have an alt-fire that dispels the ability back to Normal and spawns a star, in a random direction, that another person can pick-up and obtain that power. *bullet disappears*For Hyper, I was planning on replacing the current weapon with a "marker," give the player Hyper, and automatically activate it. Then, when Hyper is over, it takes the marker, replaces it with the appropriate weapon, and take Hyper away. It's the way I'd do it, but I bet there's a simpler way of doing it.
For Hyper, would there be a way to make it work simultaneously with the player's previous weapon, or would it work better to just have it be a separate weapon entirely? Also, it might be neat to have it so that when you run through people with it, they fly off in Wind Storm/Old Gravity Hold fashion.
Well then we get a hilarious obituary.