Monday, November 18, 2013

Super Powers


Ever since I started working on my Radioactive Knight game for Game Dev., I've been thinking more seriously about Knight and his powers. I really want his powers to make sense with his situation and prior abilities before gaining them. But I don't want him to have too many powers or powers that makes every challenge that comes his way a breeze. 


In addition to superpowers I also thought about Knight's weapon. The sword he has before the mini-apocalypse isn't a real sword. It's prop made out of cheap metals that'll bend easily. But when Knight runs around fighting monsters he needs something sturdy. So what if the sword broke during the explosion and Knight uses his powers to temporarily re-build it for defense? I'm not fully sure how this ability would make sense yet, but it sounds like it can become a really neat feature.


Back to the supers! 
Like I said earlier I don't really want Knight's powers to make everything a nice walk in the park. So I gave his powers restrictions. Knight has a couple of generic super powers such as super strength and quick healing and some powers that are radiation based. Each coming with their own limits.

Knight's super strength isn't really "super" as it is "enhanced". I like to call it his "Semi-Super Strength." This new strength allows Knight to be able lift things within a reasonable weight. It also makes the mindless flailing of his sword fighting more effective against enemies. The only knowledge that Knight actually has of sword fighting comes from samurai movies and anime. So the strength boost really helps him out.

The quick healing for Knight is somewhat convenient for him. His wounds heal faster so death is less likely to happen. Unfortunately, the healing doesn't help with the pain of getting hurt and instead adds pain due to his body rushing to repair itself. Then there are those times when Knight gets punctured with a weapon and his body heals too fast. The wound closes before he can remove the weapon, getting stuck.

Third, Knight is immune to dying from radiation poisoning. This power doesn't prevent him from getting radiation poisoning though. After being exposed to the explosion Knight has enough radiation in his body to kill a stadium of people. This power just makes it so he can't die from it. If this power ever disappears or stops working Knight won't last two seconds.

Knight's fourth power, which is crucial, is his ability to absorb the radiation around him. This power fuels all of his other powers. If Knight has no radiation to absorb he has no super strength, healing, or immunity. It's a great thing he's in such a radiation-filled area. He can take in as much radioactive energy as he wants. 


Saving the best power for last, Knight's last super power that he gains is...
glowing!

Yup! Knight's eye's and heart glows. How it work is that his entire insides became glowy from the radiation. His heart shows through his skin because it glows the most. This power is the only one that doesn't depend on Knight absorbing radioactive energy. It is also the least helpful for it doesn't improve his vision in the dark all that much. In fact it makes it easier for enemies to find him.


As a bonus, here are some Freckles sketches. I decided for her to have both of her legs in contrast to her earlier design where one was damaged by a waste monster. The damaged leg didn't make much sense in how it was still functional after the muscles had been burned off. She's better off with two legs.


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