Kismet Scripting: Stun Gun
Design Goal: Remove the player's ability to eliminate enemies through combat and replace it with a weapon that can only give the player a moment's reprieve by temporarily stunning enemies.
Description: For my psychological horror level, "Phantasmagoria", I wanted to ensure that the mechanics of the level were in harmony with the desired player experience. Therefore, I set out to create a stun gun that would give players enough power to win the level, but not enough to feel confident in enemy encounters.
Design Challenge: Because the Take Damage event is triggered after the source code reacts to the damage, lethal damage will automatically kill the enemy before I have a chance in Kismet to heal it up. Therefore, any enemies that cannot survive a single shot of the stun gun cannot be paralyzed. This meant that I had to remove my previous plans of including wretches in my level. This highlights just one of many practical compromises that had to be made to my initial vision while implementing it.