Hello all hivers! I'd like to ask for you, opinions about Item Drop System. Specifically, for a Zombie Survival Map. Let me explain more below:
While my another project Outerworld Arena is reaching it's completion (although there is still a lot of work ahead), I'm already working on my next project, making decisions for it. The project now, is a Zombie Survival Map, with the same idea as Resident Evil Survivor. Basic Core Loop is the same as the mentioned map:
At the end of this post I'll leave a video of the current prototype of the project, created using an "Arcade Mode" template (Probably a gamemode available?) besides the original "Survival Mode". With this in mind, I have some proposals about how items should be found/dropped in this map.
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1st Idea - Global Drop
Speaking about NOTD Aftermath, Undead Assault or even Resident Evil Snow, all items are dropped on the ground. When the respawn timer ends, they are dropped all over the ground, and that's it.
Pros:
Cons:
- Items can overwhelm the ground, poluting the terrain and even messing with the attack-move order, making you attack or shot accidentally;
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2nd Idea - Global Loot Boxes
It is the same idea as the 1st one. The difference in it, is that loot is presented in "Loot Boxes", chests, and so on. Theses boxes use a Custom Loot Table, and when you get near enough, they automatically drop all items, using the custom table. So, for example, if you reach a box and it randomly chooses the "Gunshop List", it'll drop only weapons and ammo.
Pros:
Cons:
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3rd Idea - Random Generated Loot Places
This project will not have things that simulate the interior of a building, so, everything happens outside. By using some (a lot) of regions, we can define where there'll be loot, and where not. Also, we can define which regions from the total regions will have lot, using a random system. Same as the 2nd idea, a loot box will be generated, and when near, the loot will be shown.
Pros:
Cons:
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So, now I ask you: In your opinion, which is the best Drop System? If you have another one in mind and want to share, I'll be grateful.
Thanks in advance.
While my another project Outerworld Arena is reaching it's completion (although there is still a lot of work ahead), I'm already working on my next project, making decisions for it. The project now, is a Zombie Survival Map, with the same idea as Resident Evil Survivor. Basic Core Loop is the same as the mentioned map:
- Explore;
- Loot;
- Create a Base (Barricade yourself or choose a place to leave looted items);
- Survive;
At the end of this post I'll leave a video of the current prototype of the project, created using an "Arcade Mode" template (Probably a gamemode available?) besides the original "Survival Mode". With this in mind, I have some proposals about how items should be found/dropped in this map.
==========
1st Idea - Global Drop
Speaking about NOTD Aftermath, Undead Assault or even Resident Evil Snow, all items are dropped on the ground. When the respawn timer ends, they are dropped all over the ground, and that's it.
Pros:
- You just need to walk around to find loot;
- Loot can spawn right at your feet;
- Easy to see what item is dropped near you, since items have colors and models to easily identify them in this project;
Cons:
- Items can overwhelm the ground, poluting the terrain and even messing with the attack-move order, making you attack or shot accidentally;
==========
2nd Idea - Global Loot Boxes
It is the same idea as the 1st one. The difference in it, is that loot is presented in "Loot Boxes", chests, and so on. Theses boxes use a Custom Loot Table, and when you get near enough, they automatically drop all items, using the custom table. So, for example, if you reach a box and it randomly chooses the "Gunshop List", it'll drop only weapons and ammo.
Pros:
- From average to a great amount of items in the same spot;
- You'll search less for the items you want, since they'll not be dropped everywhere, like the previous idea;
Cons:
- Less availability, forcing you to explore the map, and consequently putting you in danger;
- When dropped, items will be glued in each other, and sometimes, forces the player to pick and drop items to reach the desired one.
==========
3rd Idea - Random Generated Loot Places
This project will not have things that simulate the interior of a building, so, everything happens outside. By using some (a lot) of regions, we can define where there'll be loot, and where not. Also, we can define which regions from the total regions will have lot, using a random system. Same as the 2nd idea, a loot box will be generated, and when near, the loot will be shown.
Pros:
- Easy to find loot places, after some gameplays;
- We can define specific places for loot, instead of random generation;
Cons:
- Without random factor, experienced players will know where there is loot, making gameplay repetitive;
- Players can build up base on one or more loot regions, so they can take advantage on loot respawn;
==========
So, now I ask you: In your opinion, which is the best Drop System? If you have another one in mind and want to share, I'll be grateful.
Thanks in advance.