Making Offline/adventure more convenient

Warfan2001

New Member
Improving Pixel Gun 3D: Sanbox....

Sandbox was a great idea for PG3D. It is fixing the current "dating, no kill" lobby problems in the online mode but I feel it doesn't live up to its name. Pretty much all it is is a limited weapons chatting mode. Perhaps maybe sandbox should be more of a sandbox. Maybe the could be a map were you can build maps or something. Or even an expansive map has daily secrets and goodies to explore and loot(coins/gems). But they are protected by monsters and even hostile players. This mode could be an alternative for players in pixel gun who don't prefer the PVP mode and can attract new players. Maybe the Massive sandbox level should cap at full 10 players online to give an MMO feel. Also on the side of peaceful mode side, adding more maps in diverse locations would be nice and perhaps bring multiplayer maps into the mode as well such as Christmas town, paradise resort, etc.

 
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Btw Sandbox isn't Offline/Adventure, but here is my take on it:

Adventure Mode:

I've been loving the recent enemy editions to the Offline mode lately...



****************SPOILER ALERT*****************

Don't proceed if you haven't reached planet 3 in adventure mode!




I love the floating aliens, the giant mech boss, and especially the teleporting Glitch Beast. Not to mention the AI soldiers at Megacity as well. In view of all this, while they included a storyline in the form of a linear quest in the search for something through the comic portrayal, I would like to see more interaction in the maps.

For example, in some maps, you could be playing the role of protecting the girl, while she is somehow incapacitated and a wave of mobs approach. Of course, this will be extremely difficult if played in the normal sense as Adventure mode is supposed to be about mobility and dodging, but you should be able to lure enemies away by attracting them to yourself. That way, the challenge is placed on the balance between luring mobs away, and then coming back for the girl and luring more recent mobs away, without drawing everyone to you, THEN whittle down the enemies. Aka, POINT CAPTURE.

Other than just defeating all mobs and going into the portal (I'll admit it's quite exciting to do so though), we could add in side quests, like finding hidden artefacts in different maps in order to.........GET A CUSTOM GUN.

Yes, and to prevent cliche walkthroughs online that removes the challenge, such artefacts should be placed at random places at random times when you enter the game, and you have to find your own personal location.

Much much more can be done to expand on single player, such as exclusively unlocked equipment, features and so forth.







As for survival mode, make it so that you can extract monster essences, by hunting dozens of them, to create POTIONS (yes, similar to those removed, but also different in a way I will explain), such as Creeper agility(10% speed boost for 30 seconds), MONSTER WEIGHT (changes your gravity and makes you fall faster, and DO DAMAGE when landing on opponents), SPIDER SENSE( allows you to see enemy names through walls), and GHOULISH FLOTATION(allows you to float for a total of 5 seconds of usage).

This gives more meaning to survival rather than playing the HELLISHLY repetitive and boring wave sequence for an endless score.
 
Btw Sandbox isn't Offline/Adventure, but here is my take on it:

Adventure Mode:

I've been loving the recent enemy editions to the Offline mode lately...



****************SPOILER ALERT*****************

Don't proceed if you haven't reached planet 3 in adventure mode!




I love the floating aliens, the giant mech boss, and especially the teleporting Glitch Beast. Not to mention the AI soldiers at Megacity as well. In view of all this, while they included a storyline in the form of a linear quest in the search for something through the comic portrayal, I would like to see more interaction in the maps.

For example, in some maps, you could be playing the role of protecting the girl, while she is somehow incapacitated and a wave of mobs approach. Of course, this will be extremely difficult if played in the normal sense as Adventure mode is supposed to be about mobility and dodging, but you should be able to lure enemies away by attracting them to yourself. That way, the challenge is placed on the balance between luring mobs away, and then coming back for the girl and luring more recent mobs away, without drawing everyone to you, THEN whittle down the enemies. Aka, POINT CAPTURE.

Other than just defeating all mobs and going into the portal (I'll admit it's quite exciting to do so though), we could add in side quests, like finding hidden artefacts in different maps in order to.........GET A CUSTOM GUN.

Yes, and to prevent cliche walkthroughs online that removes the challenge, such artefacts should be placed at random places at random times when you enter the game, and you have to find your own personal location.

Much much more can be done to expand on single player, such as exclusively unlocked equipment, features and so forth.







As for survival mode, make it so that you can extract monster essences, by hunting dozens of them, to create POTIONS (yes, similar to those removed, but also different in a way I will explain), such as Creeper agility(10% speed boost for 30 seconds), MONSTER WEIGHT (changes your gravity and makes you fall faster, and DO DAMAGE when landing on opponents), SPIDER SENSE( allows you to see enemy names through walls), and GHOULISH FLOTATION(allows you to float for a total of 5 seconds of usage).

This gives more meaning to survival rather than playing the HELLISHLY repetitive and boring wave sequence for an endless score.

Lol your potion req. is nice except MONSTER Weight if they add that then the result will be falling spamming
 
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