Weapon System
#1
Posted 22 March 2012 - 12:48 AM
Some thoughts on a weapon system.
-This weapon system needs to be easy to use and still be able to hold equipment
What I usually use is a call of duty system that allows the player to hold to guns and have other buttons trigger the equipment. It is easy to use, but it is used too much in many games.
Then I thought of having an array affect my weapons by having about 4-8 arrays as a slot, each holding different types of items. This worked wonderfully, but it took time just to switch to a certain weapon using the mouse wheel.
In another game, I went back to a similar call of duty style weapon system. It worked perfectly, but only for that game. The setup was to have one slot hold a weapon and another slot hold equipment. So only 2 weapons.
-Weapon systems should have different styles for different game styles and genres
TDS-Most likely a slot system. Should probably include the mouse wheel for ease of access.
Platform Reg - Either the guns are already there or you need to pick them up
Platform Shooter - Should still use the mouse but I believe it should just stick to one gun and one type of lethal grenade
RPG - Little limit to the amount of weapons and to be determined by weight or many slots that hold everything (not just weapons)
Since I like TDS games, I should use a small amount of slots. I think I've been there before. I want an original weapon system to make the gameplay different from other games.
Do you have any ideas for a weapon system?
#2
Posted 22 March 2012 - 01:09 AM
#3
Posted 22 March 2012 - 07:17 AM
Halflife also had a good system, if I remember correctly?
#4
Posted 22 March 2012 - 12:21 PM
It's all about freedom; the suitcase had more than enough room for 8 weapons and more than enough room for lots of supplies; but not at the same time. You had to choose between versatility and variety but very little refill, or an unbalanced but well supplied arsenal.
#5
Posted 23 March 2012 - 12:31 PM
Why not just have the player mouse-click on the slot he wants, and then the character/player receives the weapon? Even faster, you could just assign the number keys 1, 2,... 8 to each slot. So the player just presses a key to change weapons instantly.Then I thought of having an array affect my weapons by having about 4-8 arrays as a slot, each holding different types of items. This worked wonderfully, but it took time just to switch to a certain weapon using the mouse wheel.
Of course, you'd need all the slots visible on screen, But each slots would just hold a small image of the weapon, so it wouldn't take much room.
Edited by chance, 23 March 2012 - 12:33 PM.
#6
Posted 24 March 2012 - 09:34 AM
notice the tds thing i did last year.
take a look to see if it fits your needs, i dont need any credit or anything.
edit: link broken
Edited by Adequate, 24 March 2012 - 09:39 AM.
#7
Posted 27 March 2012 - 05:46 AM
Nitpick: this could apply to anything, including jumping, money, and Game Over. So I would dub "it's been used before!" and anti-reason.It is easy to use, but it is used too much in many games.
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