• Captain Aggravated@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    29
    ·
    3 months ago

    Indiana Jones carries a revolver and occasionally uses it, but yes Indiana Jones isn’t a story about a gunman. The way I would implement the gun mechanic in an Indiana Jones game is give him limited ammo, maybe 6 to 12 bullets, and few opportunities to restock. Indy should defeat enemies either by setting off traps/environmental kills, fisticuffs, or with his whip, with his gun as a weapon of last resort. Also, there should definitely be moments where the player feels like a genius for remembering he has a gun.

    • LeadersAtWork@lemmy.worldB
      link
      fedilink
      English
      arrow-up
      1
      ·
      3 months ago

      I agree. Though have a random small chance of the gun disappearing when you go to use it, with dialogue.

      • Captain Aggravated@sh.itjust.works
        link
        fedilink
        English
        arrow-up
        4
        ·
        3 months ago

        Don’t do it randomly. Either design sequences where Indy is disarmed, or actually embrace the 6 bullets per level idea, don’t puss out and leave bullets just before every conceivable thing Indy might shoot. Make every encounter doable with the whip/fists/environmental stuff, but make shooting something a very cool way to handle certain situations for players who conserve their ammo.

        • PenguinTD@lemmy.ca
          link
          fedilink
          English
          arrow-up
          1
          ·
          3 months ago

          One of the old Indy adventure game(Last Crusade) have that branch where you can shoot, fight or work around the airship boxing champ.