i opened unity to have some more fun with projectile nonsense, but then i started thinking way too hard about weapon types again. it's been a while since i poked the game design document, so i figured i would try to get some more thoughts down.

weapons are hard to make a decision about. i know that there are a lot of hidden subcategories that i want to define, and then there are visible subcategories of weapons like Sword, Hammer, Rifle, that help a player predict the kind of gameplay associated with the weapon.

but weapons themselves are complicated and not conveniently categorizable for the sake of a game. and a lot of weapons have super detailed histories that i wish i could convey better, but doing so might sacrifice some amount of the typical player's ability to recognize things. like having a category called Katana would be cool, but would the average player know what to expect between a Sword and a Katana? or even if the categories were a Long Sword and a Sabre or whatever, are the differences still obvious there? i think having pretty general categories is probably fine.

daily creative

work on something (gamedev, art, 3d modeling, music, ...) every day

joined 1,581 days ago

2024-05
2024-04
2024-03
2024-02
2024-01

Decade Jam

To help keep members of the Decade Jam on track with their projects!

joined 1,104 days ago