... i.e. some little quality of life improvements in games that you wish existed but no one has seemingly thought of before.
1) Overflow health storage:
tl;dr: Nobody likes wasting health kits.
You know how, say, in Doom 2, medikits are worth 25 health, but if you have somewhere between 76 and 99 health you basically waste some health points from that medikit? I can see two alternatives here:
2) Overflow money bank:
tl;dr: Nobody likes wasting money pickups when their money is capped either.
Similar to the health pickups, remember when you played Legend of Zelda and you were at 999 rupees and picked up a 200 rupee piece? You were so mad! So what I had in mind is some "karma" NPC somewhere that acts as a reverse bank or something. Basically, for every bit of cash you pick up after having reached your cap, it increases a hidden variable somewhere in the game file, and the next time you visit this karma NPC, they give you cash from that stash of invisible karma, assuming you aren't at your monetary cap. The only limit here is the size of that variable. (Is it an INT, is it a Double, etc. Hopefully it's a large capacity value.)
And of course you could have similar scenarios for ammo. Make it immersive in your game. Folks love immersion.
Anything you want to add?
1) Overflow health storage:
tl;dr: Nobody likes wasting health kits.
You know how, say, in Doom 2, medikits are worth 25 health, but if you have somewhere between 76 and 99 health you basically waste some health points from that medikit? I can see two alternatives here:
- Just have the game not pick up the medikit at all unless you can use all of it. However, this gets complicated when you have an item that restores al of your health. What determines the cut-off point where you can pick it up? An arbitrary 75% or 50% of health lost?
- Whatever health you would've wasted actually goes above your health max, and then you can't pick up another health item until you go below your health max. For example, if I'm at 80 health and my cap is 100, and I pick up a medikit worth 25 health, my health would be 105. (80 health + 25 health = 105.) ... and then I can't pick up another medikit until I'm under 100 health.
2) Overflow money bank:
tl;dr: Nobody likes wasting money pickups when their money is capped either.
Similar to the health pickups, remember when you played Legend of Zelda and you were at 999 rupees and picked up a 200 rupee piece? You were so mad! So what I had in mind is some "karma" NPC somewhere that acts as a reverse bank or something. Basically, for every bit of cash you pick up after having reached your cap, it increases a hidden variable somewhere in the game file, and the next time you visit this karma NPC, they give you cash from that stash of invisible karma, assuming you aren't at your monetary cap. The only limit here is the size of that variable. (Is it an INT, is it a Double, etc. Hopefully it's a large capacity value.)
And of course you could have similar scenarios for ammo. Make it immersive in your game. Folks love immersion.
Anything you want to add?