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improving Mission design | |
Posted By: R.G. <rglass@oz.net> | Date: 4/11/03 4:01 a.m. |
In Response To: Re: my Halo mission design document (Sep7imus) : it looks like it would be a lot of fun to play, which is what really
Thanks Sep7imus : If I were going to make any sort of criticism (and I am going to, but only, I
yeah, I agree. It has the look and feel of several Halo levels (island level, pod crash intro). I tried to dress them up in creative ways. It also suffers from its non-linear nature (thanks to my oblong island and Flawless Cowboy's critique). I think I could make a much better Halo level now (this one was from back in August '02). I was going with what was already established. Most of Halo (and most FPS games I think) is "kill bad guys, move to new area, repeat." There are only a few instances where Halo deviates from this formula:
Do you think making Halo more objective based would make it more fun to play? I like the free-roaming aspect of the game. I think the trick would be to create a level where there may be an overall mission (that could be as simple as "survive"), but sprinkle secondary objectives throughout the level. The secondary objectives could reveal themselves at various points in the game based on certain parameters (time, location, factor in effects of previous actions, etc). For example, let's say your primary objective is to blow up a Covenant base, but along the way you bump into some Marines in the middle of a fire-fight. The next thing you know, you're on a rescue mission. I think that kind of spontaneity would be great! (and fun to program). -r |
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