Search found 3 matches

by INU
Sat Aug 26, 2006 11:52 am
Forum: Gameplay & Design
Topic: Gameplay Differences
Replies: 11
Views: 7457

Well, if a mod/game had a checkpoint system (Resident Evil 4 will be used as an example) then the auto-adjusting difficulty could work out great. If any of you have played RE4, who remembers the room in the dining hall of Salazar's mansion where a cage drops down around a treasure chest (with the Ho...
by INU
Sat Aug 26, 2006 11:15 am
Forum: Gameplay & Design
Topic: The Merits of Healthy Living
Replies: 6
Views: 5505

Sorry if I'm posting in a dead-ish topic... Every post I've seen is talking about set (when I refer to "set", it is stuff the designer/leveler decides) amount of health, the level/mod designer decides when, where, or how often you will get your health. It's good, but it's a little tedious ...
by INU
Sat Aug 26, 2006 9:45 am
Forum: Gameplay & Design
Topic: Non-Killy Weapons
Replies: 32
Views: 22945

South Park (N64, and possibly other platforms?) that was made a while ago had alot of "non-killy" weapons with alternate fire modes.... I'll just rattle off a few that I've remembered... +Snowballs - Throw snow balls. Alt-fire are yellow snowballs which act like grenades (the character act...