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Boomshoot Best Practices
The "best practices for shooting boomers" is cancelled, sorry.
How complex should the enemy AI be?
Shoot, move, repeat (a la Doom)
Enemies move, attack and react in unique ways
Low tier enemies do option 1, higher tier enemies do option 2
Other:
Clear selection
Should an enemy be programmed to drop loot, what should they drop?
Ammo (weapon found separately)
Weapon (if player has the weapon, give him ammo)
Randomly drop something the enemy has (ammo, weapon, armor, money - if applicable, etc)
Other:
Clear selection
Should switching weapons be animated?
No, weapon switching should be immediate (a la Quake).
Yes, it adds an extra layer to combat.
Other:
Clear selection
How complex should the weapons be?
Shoot
Shoot + aim
Shoot + altfire (may be aiming)
Other:
Clear selection
If a weapon has an aim function, how should it be handled?
Just zoom in
Fully aim down sights/scope
Other:
Clear selection
How should "exotic weapons" (read: futuristic, alien, fantastical, or otherwise non-human weapons) be handled?
They should work a bit different (read: not just a hit scan or projectile shot)
They should be OP
Both of the above
Other:
Clear selection
Should the final weapon be OP?
Yes
Yes, but not necessarily a one hit kill
No
Other:
Clear selection
How complex should the plot be?
"Shoot the bads"
"Shoot the bads because [REASON]"
"I am [MC] and I must defeat [ANAGONIST] because [REASON]"
An immersive and involved story with multiple characters & motives (think HL1)
Other:
Clear selection
If the game has NPCs, should you be able to kill them?
Yes, without consequences
Yes, with consequences
Yes, unless they matter to the plot
No, under any circumstance
Other:
Clear selection
Should exploits in the game, when not intentional, be fixed?
Yes
No
Only if it's too easy to exploit / makes the game too easy
Other:
Clear selection
How should the game autosave?
After a level is over
After a chapter is over
On checkpoints
Never; manual saves only
Other:
Clear selection
On death, how should the player respawn?
At the last checkpoint / save, with the same equipment
At the start of the level, pistol start
Other:
Clear selection
Assume a baseline "Normal" difficulty. How hard should it be?
Doom 1/2 on "Hurt me Plenty"
Doom 1/2 on "Ultra Violence"
Duke Nukem on "Let's Rock"
Duke Nukem on "Come Get Some"
Blood on "Lightly Broiled"
Blood on "Well Done"
Shadow Warrior on "I Have No Fear"
Shadow Warrior on "Who Want Some Wang"
Other:
Clear selection
Assume a "Hard" difficulty. How hard should it be?
Doom 1/2 on "Ultra Violence"
Duke Nukem on "Come Get Some"
Blood on "Lightly Broiled"
Blood on "Well Done"
Shadow Warrior on "Who Want Some Wang"
Shadow Warrior on "No Pain No Gain"
Other:
Clear selection
Assume a "Nightmare"-equivalent difficulty. What should it have to make it harder than "Hard"?
Respawning enemies
Respawning enemies unless gibbed
More enemies
Extra enemy damage
Ammo / Weapon / Item Starvation
Other:
Given that Doom 2 is about 7 hours long, how long should a boomshoot be? (assume relatively equal quality between chapters)
Your answer
What other requirements or best practices should a boomshoot have?
Your answer
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