Idea Weapon Skins, Unlockables, etc??

Gamerev147

Member
In my game there are no "unlockables", weapon skins, or anything that adds a little extra spice to games.

However, they way I designed my game, weapon and character skins are not able to be easily implemented.

I had the idea of "charms" that the player can unlock and attach to the weapon. However, I would be ripping off Rainbow Six Siege if I did that.

Does anyone have any ideas of easy, simple things like a weapon charm that I could add into my game?
Thanks!
 

Tulloch

Member
You can do weapon accessories.
Depending on the era, there's a lot of ideas available.

Steampunk could require the player to place special cogs in a circular compartment with limited space.
The challenge, make sure you complete the chain!

Futuristic could have players upgrading components of the weapon. Maybe over-clock it with powered items?

Instead of charms for weapons, what about charms for ammunition?

Poison Substance
Incendiary
Electric Charged
Double-Bullet
Cryo-Infused
etc..
 
What is your game? How do your guns look in game? Is it a top down shooter or 3D? We need somethings to say somethings :)
 
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Tulloch

Member
The game is a 3D Top Down Shooter.
It's called King of the Craze, it's in the WIP section. @Turkish Coffee


I really like this idea @Tulloch ! Thanks for the idea! :)
Flying bullets could have special trails, explosions, effects, sounds. Here's a few ideas:

Spell Effects:

- Double-bullet
- Heat sinking
- Homing
- Poison
- Fire
- Freeze
- Dizzy (affects their aim)
- Health Steal
- Explode x 2 ( doubles all explosion radius )


Propulsion Effects:
- Red trail = fire effect x 4 + chance to rain sparks
- Blue trail = water/ice x 2 + chance to snow
- Yellow trail = electric x 4 + chance to static shock passerbys
- Steam trail = water x 4 + chance to drop hot water
- Icicle trail = ice x 4 + chance to drop snowballs
- Ivy trail = foliage x 4 + chance to drop seeds
- Confetti = party x 4 + chance to drop the bass

Shell Effects:
- Lava Shell - Fire x 10 (causes intense burn damage)
- Blizzard Shell - Water/Ice x 10 ( Rains death icicles )
- Thunder Storm Shell - Electric x 10 ( Lightning strike on impact )
- Rare Earth Seed - Foliage x 10 ( bullet plants a tree causing high damage )
- Water Balloon Shell = Party x 10 ( get lit )

Bullet Tip Effect: (Clearly I don't know my bullet anatomy)
- Bomb ( 3 ft radius )
- Sap Pak ( Stops enemy for 2 sec )
- Confetti Popper ( rains highly flammable colored paper )
 

Gamerev147

Member
Flying bullets could have special trails, explosions, effects, sounds. Here's a few ideas:

Spell Effects:

- Double-bullet
- Heat sinking
- Homing
- Poison
- Fire
- Freeze
- Dizzy (affects their aim)
- Health Steal
- Explode x 2 ( doubles all explosion radius )


Propulsion Effects:
- Red trail = fire effect x 4 + chance to rain sparks
- Blue trail = water/ice x 2 + chance to snow
- Yellow trail = electric x 4 + chance to static shock passerbys
- Steam trail = water x 4 + chance to drop hot water
- Icicle trail = ice x 4 + chance to drop snowballs
- Ivy trail = foliage x 4 + chance to drop seeds
- Confetti = party x 4 + chance to drop the bass

Shell Effects:
- Lava Shell - Fire x 10 (causes intense burn damage)
- Blizzard Shell - Water/Ice x 10 ( Rains death icicles )
- Thunder Storm Shell - Electric x 10 ( Lightning strike on impact )
- Rare Earth Seed - Foliage x 10 ( bullet plants a tree causing high damage )
- Water Balloon Shell = Party x 10 ( get lit )

Bullet Tip Effect: (Clearly I don't know my bullet anatomy)
- Bomb ( 3 ft radius )
- Sap Pak ( Stops enemy for 2 sec )
- Confetti Popper ( rains highly flammable colored paper )
Wow! Thank you so much for spending time on that!

When I saw the "Shell Effects" I'm not sure if you meant the shells that fly out of the gun, but that's an AMAZING idea!!
I think I might have different effects you can buy for the shell casings. Thank you so so much for the ideas!
 

AriesGames

Member
On "powers" design I would go on a more item focused path. Let me explain.

Pick up items that grant certain effects on how your characters attacks, moves, shoots.
Don't be scared to go wild. When you design a new power think about this, is it worth? Does it have a place in my game?
Does it goes well with other designs I have?
Think how your powers will be mechanically enjoyable and yet challenging.

Like others will tell you, use the elements, combine them if you can.
Use time, space, matter.

And you soon will end up with powers you will need to scratch.
Because they are too hard to implement or too useless and boring.

Let me tell you about a power I think it's very cool.
Using metal as an element, a power that can create liquid metal from tin air and forge weapons on spot from it.
Something like alchemy.
 
G

Guest User

Guest
are they supposed to be entirely cosmetic?

i know some games have things like "auras", "trails", and "soundmakers":
- some charms could apply a color to HUD/crosshair and to any glow-y bits if your players have them.
- "trail" charms give players a glowing trail (might be distracting and terrible though depending on the feel of the game, lmao)
- "aura" charms give your player special effects. this sort of things is kind of magical usually, but in this sense it would basically be like if you have ghilli suit on and a - - - "leaf" charm attached to the armor it'd make leaves fall around you or arctic camo + snow charm. it's usually intended to just give players just a little way to look cooler. (might leave a short trail of particles when player is moving as well, up to you).
- and obviously noisemakers are just something that makes whatever noise the item makes when you push a special button. they're in TF2 i know.
 

Tulloch

Member
You don't need to use existing military tech, this is your own world!
My ideas are meant to help boost your creativity! Elemental can be both technological and fantasy depending on how you use it.
For example: The foliage elemental idea where bullets penetrate seeds into the victim to grow plants inside is a twist on a lot of ideas through time.

To answer your question, the shell effect was meant to be the the casing of the bullet, the projectile itself.
Imagine shooting an enemy with a lightning bullet and upon impact, the enemy gets struck with a fierce bolt of lighting. It's totally fantasy, but you can imagine some scientists spent years of their life researching and perfecting the tech behind it.

The shell that gets ejected after the bullet was shot could have some neat effects too, like, "Mini Grenade Shells" or a small portion of health.

:)
 

AriesGames

Member
It's totally fantasy, but you can imagine some scientists spent years of their life researching and perfecting the tech behind it.
That is what I wanted to say but didn't find my words.

Yea and don't forget it's your world. If you want to go with ultra realism fine.
But why limit yourself to the complexity of reality?
For example my game is in a post-apocalyptic "dystopian" society where only robots are left.
They behave like the humans they erased.

That gives me space to work with, ideas, concepts, which I develop and imagine.
It gives me the freedom to explain an element of my game how I want, not how I should represent it.
 

Yal

šŸ§ *penguin noises*
GMC Elder
If the game is top-down, maybe you should also have different hats? Could change your HP/armor values, give special effects, or just look snappy. If there's multiplayer it's also easier to tell everyone apart if they look visually different.
 
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