Metal Slug
Metal Slug is fun because:
- Various weapon upgrades that make you much more powerful
- Can jump into vehicles such as a tank that add different gameplay
- Hyper reality. Everything is grounded in reality then blown out of proportion.
Left For Dead 2
The Left For Dead is about survivors of a zombie apocalypse trying to escape to safety. In LFD2 the players venture through a mall level and end up stealing a car and using it to drive away which ends the level. This level works because it stays away from real life, there are no other humans, except for the players, there are no children involved.
Left For Dead was highly rated by critics because it had a lot of unique zombies that made the game more challenging that the typical zombie game. For example, one zombie spits acid, another explodes like a bomb, and another can pick you up and throw you.
Unity
I've worked on implementing a Unity tutorial that is a 3d platformer. It implements some of the basic movement function we will use in a side scrolling shooter based on a humanoid character. I've also messed around with launching balls from a character that could operate like bullets form a gun. So far everything that would be needed to make the Mall Cop game seems completely do-able form a programming standpoint.
General Conclusions
People like feeling powerful when they play video games. As such weapon upgrades should scale exponentially in power. As weapons get better they need to sound much more powerful as well. Sound is a huge selling point when it comes to weapon power. Since this game takes place in a dream we can go crazy with the weapon upgrades.
With regards to level progression, the beginning of the level should be a fairly easy introduction and as the player moves through new enemies, which are harder to kill, should be introduced. In addition to the new and harder enemies more enemies should spawn overall. By the end the player should be doing all they can to stay alive and make it through. This creates satisfaction at having completed the level. Bosses should function similarly. As they lose health they should gain abilities and get more difficult.





