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Steam News22 August 201411y ago

The Anatomy of a Weapon - Nick talks about Screencheat weapon design

Much like the rest of Screencheat, the weapon design was nailed down in a hurry during the 48 hour Global Game Jam.

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0 fixes1 addition2 changes0 removals
  • Gameplay
  • Store
changedMuch like the rest of Screencheat, the weapon design was nailed down in a hurry during the 48 hour Global Game Jam. We developed the Blunderbuss as the peak in terms of weapon power, and that laid the foundations for the rules of weapon development as the project moved forward. Those simple rules that helped to define the gameplay of Screencheat were:
changedThe more powerful the weapon, the more visible you become
addedThese rules set the tone for our first four weapons, the Blunderbuss was your typical wide spread gun, the grenade launcher was super bouncy and effective, the revolver rifle required precision and patience, and the Candelabra was ridiculous and fun. We had plans for another four weapons before launch, yet after a few prototypes we realised that we were missing something. Screencheat is meant to be silly, yet with the exception of the Candelabra, we had pretty standard powerhouse weapons. That is when we decided that the weapons should reflect the spirit of the game. So I ditched the double barrel and cannon which I had already drafted, and started to focus on making weapons that were more akin to the candelabra. The first one of these was the Chefolet, which was just released in the content drop this week. Originally I wanted to put a spin on the flak cannon from Unreal Tournament, but I couldn’t figure out a way to incorporate the random bouncing elements in a way that was fun for our game. After much testing, Justin came up with the idea of having a single bouncing object, rather than multiple projectiles, which gives both the attacker and the evader more control over the situation. Do I charge the weapon fully and try to shoot down a tight corridor, exposing myself fully due to a gigantic glowing orb? Do I try and ricochet a medium charge around a corner, taking out an opponent who I know is hunting me down? It opened up a whole world of interesting strategies, and after some tweaking I started on the final design. I don’t know why, but the idea of a car engine as a supercharged weapon was appealing to me, and after throwing around car manufacturer names and Chef Boyardee puns around the office, the Chefolet was born. It cemented our new direction: silly weapons for a silly game that still offers deep and rewarding mechanics. We hope that you guys enjoy the new weapons we have in store for you. We’re sure there will be some raised eyebrows come PAX Prime time! -

Screencheat changes

  • Officemap
changedMuch like the rest of Screencheat, the weapon design was nailed down in a hurry during the 48 hour Global Game Jam. We developed the Blunderbuss as the peak in terms of weapon power, and that laid the foundations for the rules of weapon development as the project moved forward. Those simple rules that helped to define the gameplay of Screencheat were:
changedThe more powerful the weapon, the more visible you become
addedThese rules set the tone for our first four weapons, the Blunderbuss was your typical wide spread gun, the grenade launcher was super bouncy and effective, the revolver rifle required precision and patience, and the Candelabra was ridiculous and fun. We had plans for another four weapons before launch, yet after a few prototypes we realised that we were missing something. Screencheat is meant to be silly, yet with the exception of the Candelabra, we had pretty standard powerhouse weapons. That is when we decided that the weapons should reflect the spirit of the game. So I ditched the double barrel and cannon which I had already drafted, and started to focus on making weapons that were more akin to the candelabra. The first one of these was the Chefolet, which was just released in the content drop this week. Originally I wanted to put a spin on the flak cannon from Unreal Tournament, but I couldn’t figure out a way to incorporate the random bouncing elements in a way that was fun for our game. After much testing, Justin came up with the idea of having a single bouncing object, rather than multiple projectiles, which gives both the attacker and the evader more control over the situation. Do I charge the weapon fully and try to shoot down a tight corridor, exposing myself fully due to a gigantic glowing orb? Do I try and ricochet a medium charge around a corner, taking out an opponent who I know is hunting me down? It opened up a whole world of interesting strategies, and after some tweaking I started on the final design. I don’t know why, but the idea of a car engine as a supercharged weapon was appealing to me, and after throwing around car manufacturer names and Chef Boyardee puns around the office, the Chefolet was born. It cemented our new direction: silly weapons for a silly game that still offers deep and rewarding mechanics. We hope that you guys enjoy the new weapons we have in store for you. We’re sure there will be some raised eyebrows come PAX Prime time! -

Much like the rest of Screencheat, the weapon design was nailed down in a hurry during the 48 hour Global Game Jam. We developed the Blunderbuss as the peak in terms of weapon power, and that laid the foundations for the rules of weapon development as the project moved forward. Those simple rules that helped to define the gameplay of Screencheat were:

  • One hit kills

  • The more powerful the weapon, the more visible you become

  • Intentional action is greater than accidental action

These rules set the tone for our first four weapons, the Blunderbuss was your typical wide spread gun, the grenade launcher was super bouncy and effective, the revolver rifle required precision and patience, and the Candelabra was ridiculous and fun. We had plans for another four weapons before launch, yet after a few prototypes we realised that we were missing something. Screencheat is meant to be silly, yet with the exception of the Candelabra, we had pretty standard powerhouse weapons. That is when we decided that the weapons should reflect the spirit of the game. So I ditched the double barrel and cannon which I had already drafted, and started to focus on making weapons that were more akin to the candelabra. The first one of these was the Chefolet, which was just released in the content drop this week. Originally I wanted to put a spin on the flak cannon from Unreal Tournament, but I couldn’t figure out a way to incorporate the random bouncing elements in a way that was fun for our game. After much testing, Justin came up with the idea of having a single bouncing object, rather than multiple projectiles, which gives both the attacker and the evader more control over the situation. Do I charge the weapon fully and try to shoot down a tight corridor, exposing myself fully due to a gigantic glowing orb? Do I try and ricochet a medium charge around a corner, taking out an opponent who I know is hunting me down? It opened up a whole world of interesting strategies, and after some tweaking I started on the final design. I don’t know why, but the idea of a car engine as a supercharged weapon was appealing to me, and after throwing around car manufacturer names and Chef Boyardee puns around the office, the Chefolet was born. It cemented our new direction: silly weapons for a silly game that still offers deep and rewarding mechanics. We hope that you guys enjoy the new weapons we have in store for you. We’re sure there will be some raised eyebrows come PAX Prime time! -

Nick

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Source

Steam News / 22 August 2014

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