Log of Project Fallen: Design and Development Records
Log of Project Fallen: Design and Development Records
I aim to design the system so you advance weapon skills rather than character stats, unlocking a wider variety of guns as you progress with each weapon category. The goal is to balance progression—Snipers become more powerful but slower to reload, while LMGs offer higher damage per shot but lower overall impact, especially when ammo levels increase. Bullets from upgraded ammo will deliver less damage, but Snipers gain greater accuracy and speed, making them progressively more effective. This approach ensures all weapons remain equally balanced at the base, with the ultimate unlocking of the full range of options.
Great suggestion. If multiplayer is involved, taunts might be worth checking out. Skins are an option too—should they be bought or made? Or crafted? You mentioned you have experience with F2Ps and paid games. What would you like to choose? @ Slick You asked about preferences for this. @ Pixxie_Payne
What kind of payment structure are you planning for the game? Will it be free-to-play or a paid experience?
It depends on the situation: it could be FTP with Microtransaction items like weapon skins, which might happen before the Beta phase. Or I could move it to Kickstarter turning it into a paid game. I’m considering an Online Only FTP with DLC—extra story maps and weapons—but if I follow this path, each DLC would include free content while the paid ones are premium.
I agree! Including DLC and free content is great. Adding skins would make it even better.