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A simple mock up to illustrate how Ghostbusters proton gun can be implemented in a 2D side scroller. "Read more" to find out more about the mechanics and the thoughts that went on to conceptualizing it.
The most recent Ghostbusters game released in 2009 was a AAA, first-person-shooter and it did a great job with the proton gun. However, it probably wouldn't work as easily as a 2D side scroller.
One of the benefit of making a retro 2D side scroller is that it doesn't have to be a realistic representation. Instead of replicating that whole tug of war mechanic we see in the movie literally, I prefer to break down the process and translate it into a mini game.
One of the benefit of making a retro 2D side scroller is that it doesn't have to be a realistic representation. Instead of replicating that whole tug of war mechanic we see in the movie literally, I prefer to break down the process and translate it into a mini game.
REALISTIC PROTON GUN BREAK DOWN
WHAT WE NEED TO EXTRACT
REDESIGNING THE PROTON GUN
If you think about it, we could have easily make players press "X" repeatedly, or simply hold "X" till the ghost health depletes completely, but I don't feel like any of those would necessarily provide the same kind of tension and satisfaction.
On top of that, the arcade-ish mini game give us the opportunity to implement things like combos and stuff.
Check out the video below at it's 10:40 mark for Sega's implementation of the Proton gun in the 90s.
- Fires the proton beam, which grabs on to the target when hit.
- Drag it towards the ghost trap.
- Ghost struggle to run in all direction trying to escape, similar to a game of tug of war.
- When the ghost got close enough, activate the ghost trap in attempt to suck it in.
- Once it's in, the ghost is caught.
WHAT WE NEED TO EXTRACT
- To replicate the struggle, the tension that the ghost might escape.
- The satisfaction when we finally got the ghost in the trap.
REDESIGNING THE PROTON GUN
- Player can fire and hold the proton beam in 8 direction. Doing so depletes it's battery.
- When hit, it goes into a mini game.
- There will be a "catch icon" and multiple "ghost icon" that represents the ghost's hit points.
- When the "catch icon" and "ghost icon" aligns, press "X" to capture.
- After each capture, the camera shakes harder, and the remaining "ghost icon" speed increases.
- When all "ghost icons" are caught, the ghost is caught, and player is given a reward.
- During the mini game, player can dodge to break out of the mini game.
- The ghost will stay stunned for a second before it breaks free.
- This allows players to get back after his dodge to try and capture the ghost again.
- Player can also move around to stack up more ghost for higher rewards.
If you think about it, we could have easily make players press "X" repeatedly, or simply hold "X" till the ghost health depletes completely, but I don't feel like any of those would necessarily provide the same kind of tension and satisfaction.
On top of that, the arcade-ish mini game give us the opportunity to implement things like combos and stuff.
Check out the video below at it's 10:40 mark for Sega's implementation of the Proton gun in the 90s.