Hi guys,
i’m making an endless mode for shmup at the moment (you can see it here [WIP] Rick Henderson - Endless shooter with infinite replayability - Community Showcases - Unity Discussions) and i have a design question.
Endless mode is based the following way:
Level>Boss>Level>Boss>Level>Boss>Level>Boss>Level>Boss>Level>Boss, all in all 6 levels, and 6 bosses, then you go over again (think Steredenn). Levels are semi-random, and their length depends on the skill of the player, i.e. a better player will progress faster.
Now, based on an experience points variable (which also determines the boss phase trigger) during the level a transport is spawned which contains a weapon pickup. Player can carry two weapons and switch them, and each of the equipped weapons can have up to 5 levels. If you pick up an already equipped weapon, it will simply upgrade to the following level. If you pick up a non-equipped weapon, it will replace the one currently in use.
Now here comes the doubt. Experience points will undoubtedly trigger weapon transports few times per level in the later stages, but given the amount of weapons (over 30 for now), i’m not sure what approach to use:
Approach 1) Whenever you equip a weapon that is new (non-equipped) it is always at level 1. While challenging, with so many weapons present, there’s only about 6% chance that the weapon spawned from the transport will match the one you have on board to upgrade it.
Approach 2) Whenever you equip a weapon that is new (non-equipped) it is always at level 1, but when you upgrade any of the weapons on ship to level 2, the weapon you replace the level 2 weapon will also be level 2. The chances of getting the same weapon out of a transport remain the same, but once you upgrade one of the weapons, you’re guaranteed at least a level 2 weapon when you pick up a different one instead of that one.
Approach 3) Increase chances of spawning a weapon you already have. I can use one of the first two approaches, but with an increased chance of spawning some of the weapons i already have, for example 20% chance the transport will spawn first weapon we have, 20% chance the transport will spawn the second weapon we have, and 60% chance that it will be a completely different weapon.
Approach 4) Weapon powerups. Use approach 1 or 2, but instead of getting a bigger chance of getting the same weapon put 20% chance of getting a weapon upgrade out of a transport. It’s similar to approach 3, but it gives the player the possibility to choose which weapon will be upgraded out of two on the ship.
What are your thoughts? Bear in mind that it’s a relatively quick game with levels lasting around 30-60 seconds for the first one + boss, 60-120 seconds + boss for a second one, 120-180 seconds + boss for the third one, and 180-240 + boss for the fourth, fifth and sixth levels.
On one side, there’s a possible frustration of player with always getting different level 1 weapons, and on the other side is the possibility of getting to highest level of weapon too fast. Though that is also a bit balanced with different types of enemy armors which are partly or completely resilient to some weapon types, so you always actually need two different weapon types on board.