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Re: Gunslinger's Academy eezstreet: May need to look into using 32 WP_ slots if we're going to be doing all this customisation. Having extra room to push boundaries is helpful. EDIT: Okay, I just wrote an epic function to draw the weapons we have o.o You can polish it off however you want - maybe draw the ammo for each weapon and implement reloading/clips too o.o Code: #define DRAW_PIC( x, y, w, h, shader, colour ) \Spoiler: |
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Short Sword - 2 pounds Bastard Sword - 5.5 pounds Long Sword - 3 pounds Armor: About 4 pounds (roughly) MP5: ~1 pound Total Weight: 15 pounds. So you're running around with fifteen pounds of gear. Seems to me like carrying all these swords would be a heavy burden. Not to mention that you need to copy all lightsaber code twice (Which isn't that bad I suppose) Quote:
From what I can tell, basically what you're doing is placing all the weapons on the screen (which is Q3-like). I assume this is a pic from ArbModding? |
Re: Gunslinger's Academy Yeah, loop through the weapons, if we have it, add it to a list and prepare the x and y coordinates. TODO: Semi-highlight the ones we have ammo for (Or dim the ones we don't have ammo for) Nudge our selected weapon to the right and make it fully highlighted. This would look great with ammo indication, also a reloading/clip system. And yeah, that pic is from ArbModding as it stands. |
Re: Gunslinger's Academy Hm. I was just thinking of leaving the weapon system as it is. |
Re: Gunslinger's Academy well to be honest i like the idea of reloading. While ppl see it as a burden it actually is very very very stratigic, you need to manage ammo and everything. Not to mention having a clip of 300 rounds to spray randomly allows you to have horrid aim, but as long as keep the bullet hail near your target, its gaurenteed kill... take the bots for example. with perfect aim on jedi master they are quite hard to kill. you will find yourself Spraying an uncontrolled, and almost uninterrupted spray of 30-50 (even more rounds depending on range) bullets non-stop to try and kill your target. Having a few seconds in between a specified ammount of bullets allows for the target to eather get away with their life (barely) or for you to get the kill insted due to better ammo management. And not to mention, some guns are really OP currently. Take the E-11 for example, with 300 rounds and an absoulutely CRAZY rate of fire i can run through a map and not stop shooting, my target has no chance. the reloading gives them not only a chance but makes the player pay attention and do this amazing thing called aim insted of relying on an unrealisticly large magizine and RoF to kill a target. Not to mention it brings a totally new playstyle that suits the gameplay and style that Gunslingers is supposed to bring. :) I totally think reloading would be cool. It brings controll and strategy to the gun system. :) |
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Re: Gunslinger's Academy About the weight... we dont know what kind of swords, specific length (Just because its called a short sword dont mean its short. its just not a dagger and not a longsword...) along with what material they are made of. If we are talking about futureistic swords, we might be getting into materials like titanium,and Aluminum alloys... stuff thats light, and very strong. but if we are going into dark ages swords with heavyer metals, like bronze and iron. hell we could be talking about mithril swords. so i dont think the weight estimation is too outrageous. i do think weapon management and hotkeying will be a pain if we have 3 meele weapons and 32 other guns, not to mention explosives. Gun weight, i do agree, a regular 9mm pistol weighs on average 2 pounds. so heavyer weapons will need to be heavyer. Armor is another sunbject to material and time peroid discussion... when it comes time to make the swords and weapons i can help you with model ideas and everything seeing as ive played alot of the balders gate games, Both nwn, and Nwn2, i used to play Wow (4 and a half years, then i got bored...) Elder scrolls: Oblivion i currently have dragon age: origins, alng with Many many other games that have alot of unique and interesting swords. let me know and ill make a pic library for a reference. reason i offer is i kinda want variation so its still a sunject to personal taste in blades, as well as having the same simple, generic blade models is well... Boring IMHO. |
Re: Gunslinger's Academy I don't think the real issue for weapons is the weight, but the mass they cover on the body. Sure all three of those swords are not so heavy they can't be carried, but think of all the movement they incumber. A sword and sub machine gun on the back, a long sword on one hip and a pistol on the other, a short sword across the lower back, and ammo clips on the chest would greatly impede movement. If you are worried about realistic(ish) movement, I'd say one melee weapon, one large gun, one small gun, and grenades. |
Re: Gunslinger's Academy Very good point, i agree, movement would be akward with all that equipment on you... also i dont want it to look like its Slo-mo... |
Re: Gunslinger's Academy Is this project still being worked on? I'd like to see it eventually get finished and be released ^^ |
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