W
whale_cancer
Guest
Hello!
Part of the narrative structure of my game involves a long interplanetary flight. I don't like the idea of just skipping over this and instead want to include some gameplay that simulates this (this is a design choice I have made elsewhere; to include gameplay outside what you might expect for the purposes of certain sections of narrative in order to best simulate the feel of the event in question).
Right now, I am planning on having a sidescrolling shooter section along the lines of Gradius. However, the only obstacles will be small interstellar rocks coming from the right and occasional bursts of cosmic rays coming from the left. There won't be many, but just enough to require occasional adjustment of the player's flight path.
During this section I intend to have exposition by NPCs shown as dialogue near the bottom of the screen.
My intention is to allow the player to fly off the right of the screen in order to skip the section. That the player is allowed to do this would be conveyed early on in the NPC dialogue I mentioned earlier.
I am thinking of rewarding players who stick through it and don't fly off the screen, but I am not sure how. Do you see any value in that? Do you see any value in this kind of gameplay? Do you know any examples, or have you come up with any ways, in which patience is a game skill?
Any input welcome.
Part of the narrative structure of my game involves a long interplanetary flight. I don't like the idea of just skipping over this and instead want to include some gameplay that simulates this (this is a design choice I have made elsewhere; to include gameplay outside what you might expect for the purposes of certain sections of narrative in order to best simulate the feel of the event in question).
Right now, I am planning on having a sidescrolling shooter section along the lines of Gradius. However, the only obstacles will be small interstellar rocks coming from the right and occasional bursts of cosmic rays coming from the left. There won't be many, but just enough to require occasional adjustment of the player's flight path.
During this section I intend to have exposition by NPCs shown as dialogue near the bottom of the screen.
My intention is to allow the player to fly off the right of the screen in order to skip the section. That the player is allowed to do this would be conveyed early on in the NPC dialogue I mentioned earlier.
I am thinking of rewarding players who stick through it and don't fly off the screen, but I am not sure how. Do you see any value in that? Do you see any value in this kind of gameplay? Do you know any examples, or have you come up with any ways, in which patience is a game skill?
Any input welcome.