Quick progress update:
Using Ply's Mod + Airmod, I'm starting to come up with some prototype weapons for the gameplay. I won't go into specifics, but there are three main weapons that can be duel-wielded and swapped out at certain points. One will be used predominantly throughout the game, with the other two making appearances later on. The gunplay will be designed and balanced for close/medium range enemy encounters, which vary in difficulty and scenario.
There are three main level structures: Hazard/Environmental, Action/Shooting and Puzzle/Problem-Solving. The Hazard/Environmental category will see the player navigating a level under specific environmental conditions, often under some kind of duress. Action/Shooting explores the shooting mechanics underpinning the game and applies them to different combat scenarios, often encouraging different approaches and styles of play. Puzle/Problem-Solving takes a step back and tasks the player with overcoming some sort of obstacle to achieve a simple goal through more taxing means, with a focus on logic and intuition. Some elvels may combine aspects of all three categories. Then there are special levels, which cannot be collectively defined. They often pertain to the exploration of story or a specific aspect of S.M.I.L.E. industries or some unique event or character. For example, the medical examination near the beginning helps introduce the player to the game universe through contextual events. It doesn't follow specific gameplay traits that categorise it in one of the three categories, but it does bear it's own significance.
Keep smiling!
83% of women tested found Pus in Boots irresistable. (Based on a survey of 172 women.)