Post by thesandwichman on Jul 3, 2017 3:52:06 GMT
Hey guys, so I'm new and was going through the forums and was reading over demolisher's thread. Right up top you guys talk about a way to recreate the tension of the lift. Now then there are two thing in the original Executive Assault, I'll just call them the CEO and attacker.
The CEO is left with the decision to either run or try to fight off whatever is coming up, as they can't really tell what is coming up (unless they were paying attention, but I'm talking about the lift scenario specifically). While the attackers have to wait for the chance to kill the CEO, not knowing if he's still there. Not super complex but makes a great final moment to the end of a game.
Since the space station kind of remove the verticality of the levels, (not totally but the tower could aesthetically look off) I'm suggesting a long hall of multiple "glass" doors.
_
I threw a little diagram together to show what I mean. The red dots are enemies and the green is a CEO. I only made three sets of doors to keep the size down, but this hall can be as long as it needs to be. The intervals between door openings also depend on how many there are, but I think over all it should take a little under a minute. Giving the CEO a little bit of time to try to defend themselves with other units or by themselves. So if a single robot is coming through the door, there isn't much suspense. But take a cluster of fifty robots coming through those doors, panic will set in.
It would flip the surprise and suspense of the lift. Instead of the suspense of the lift coming up, and the surprise of the number of units in the lift. Now you have the surprise of the number of units, and the suspense comes from them coming down the hallway.
Super excited for the game, hope this gives you some ideas.
The CEO is left with the decision to either run or try to fight off whatever is coming up, as they can't really tell what is coming up (unless they were paying attention, but I'm talking about the lift scenario specifically). While the attackers have to wait for the chance to kill the CEO, not knowing if he's still there. Not super complex but makes a great final moment to the end of a game.
Since the space station kind of remove the verticality of the levels, (not totally but the tower could aesthetically look off) I'm suggesting a long hall of multiple "glass" doors.
_
I threw a little diagram together to show what I mean. The red dots are enemies and the green is a CEO. I only made three sets of doors to keep the size down, but this hall can be as long as it needs to be. The intervals between door openings also depend on how many there are, but I think over all it should take a little under a minute. Giving the CEO a little bit of time to try to defend themselves with other units or by themselves. So if a single robot is coming through the door, there isn't much suspense. But take a cluster of fifty robots coming through those doors, panic will set in.
It would flip the surprise and suspense of the lift. Instead of the suspense of the lift coming up, and the surprise of the number of units in the lift. Now you have the surprise of the number of units, and the suspense comes from them coming down the hallway.
Super excited for the game, hope this gives you some ideas.