When designing a shooter game creating fun and interesting weapons is one of the most important parts of the design process. The weapons are going to be used by the player for the entire play experience so they better be compelling and fun to use. When designing weapons there are a lot of details that need to be considered for example: how many weapons the player can hold at once, if the weapons have alternate fire modes, what kind of ammo does the weapon use, and how much damage it does.
Less is not always More:
There are a lot of things to take into consideration when deciding how many weapons the player can carry at once. There are advantages and disadvantages to each method and its important to pick the one that supports you game better. Many modern shooters (such as Halo, Call of Duty, Destiny, and Gears of War) limit the player to only a few weapons, this allows for a more realistic feel since in real life a person can only hold so many weapons. The limited weapon method also allows for more resource and choice driven game play, the player only has a few weapons so when they start to run low on ammo then they are forced to search for more or get rid of the weapon. The limited number of weapons also creates player choice since the player can’t hold the entire arsenal they have to make choices about what weapons they want to hold. The player may need certain weapons to get past certain areas so they are forced to drop a weapon they are holding. On the other side of the coin is letting the player hold the entire arsenal, this method was used a lot in older shooters (such as Doom, Half-life, and Quake). The advantages of allowing the player access to the entire arsenal is that it allows them the freedom to approach each combat situation the way they want to. The big draw back of this method is that it becomes very important to balance each weapon so nothing is too overpowered. Each of these methods can improve the experience of a shooter if its used in the right way.
When designing weapons one way to make the weapon more interesting is to give it multiple fire modes. This allows a weapon to have more versatility in combat. There are many games that have weapons with alternate fire modes such as: Bulletstorm, Unreal Tournament, and Painkiller. Different fire modes create the opportunity to make a weapon more memorable, or help compensate for the weapons short comings. In the game Unreal Tournament there is a weapon that shoots a fast beam projectile but the alternate fire shoots a slow moving ball, if the ball is shot by the primary fire the projectiles explode for extra area damage. The alternate fire does not need to be a different projectile, in the game Perfect Dark Zero there is a weapon that has an alt fire that turns it into a turret. Weapons with multiple fire modes give the player more options of how to deal with enemies and in a shooter the more ways the player has to deal with the enemies the longer they stay interested.
Weapon Design In KorKu:
The weapons in KorKu were designed around the level and the enemies. We wanted a long range weapon so I created a laser that had a slow rate of fire but had long range and high damage. The laser was the most popular weapon in testing due to its accuracy and damage. The other weapon the pilot has is the shotgun, this weapon has a high rate of fire but lower damage. This weapon was harder to aim but the spread allowed player to shoot multiple enemies at the same time. The second player had one weapon which was a heavy weapon on the shoulder. This weapon did the most damage but the projectile moved slow so the player had to lead their targets. We designed this weapon to he harder to use but very satisfying when it was mastered. The cannon could kill any enemy in one shot but hitting that enemy was another story, this created a challenge for the second player to master in order to succeed in combat.