Tomcat A Rocket Launcher or Grenade Launcher used to uh... blow holes in rock I guess?
It goes back to the idea of destructible levels.
Game story and game mechanics are separate π
That was an explanation of why are there weapons of this kind present in the game, not what they'll do in-game.
Tomcat A weird flamethrower - some kind of short-ranged metal-melting tool for extracting metal ore, breaking heavy rock or stuff?
And that requires melting the affected enemy model.
Again: story explanation of weapon origins vs use in-game. No fluid physics for whatever you hit with the flamethrower if we'll have one π
(unless someone comes around to make that work π )
Tomcat The big challenge however is to ensure game updates won't break existing mods.
I imagine this is extremely difficult to do.
Yeah, this is going to require some prototyping and solid testing before it's marked as "good to go". Nobody likes when their work suddenly stops working because of a game update, though to some extent it might be unavoidable. But at lest it should be possible to minimize this.
Probably it'd require to codify versions and provide backwards-compatibility code to still read and work with data made on old versions of the game.
DJM that discord server is more about music or am i wrong? where do i post? in the subsection of liblast?
Yes, you are correct π I've mentioned you in there before I read your reply here.
DJM do u have some art references to give me a better idea what ur looking for? scifi pbr with minimal colors isn't saying much.
I should try and make a moodboard - this is something on the backburner, as I'm mainly focused on getting the game functional, but art direction is something I want to treat seriously (I'm an artist after all) - I am hoping someone might want to help out with that - it'd speed things up.
DJM if i were u, i would stick with the proven working equivalents in fps games of knife, pistol, shotgun, smg or assault rifle, rifle(scoped or not), rocket (or grenadelauncher).
but in a scifi setting with a weird twist.
Yeah that sounds like the best course, t least until 1.0 is out
So far there's a basic handgun and an SMG - these are all placeholders for now.
So you know that my idea was to have a light, medium and a heavy class for 1.0 (possibly more in the future, but it all has to be balanced and fun, not just hastily added in for the sake of having more stuff) with 1 unique gun each for version 1.0 of the game.
That's a minimum viable product really - if it's possible to do more, like add fun and balanced secondary modes to the primary guns fro each class or make unique secondaries - that's great!
I guess light class could maybe use something with limited range but high damage up close (the current SMG could be nice for that!). I want to avoid copying TF2's design...
The handgun would be the common secondary (kinda like the stock shotgun in TF2). It's probably a bit overpowered for that role at the moment.
Tomcat Well, I meant for the characters to be more robot-like. Smasher's not a problem, is he? But he's, like, a T-800 in style.
We have a custom humanoidal model that should server as the basis for all 2 classes for 1.0 (unless we can do more, but I am sticking to the mindset of getting MVP done, then taking up more).
I've come up with a lore explanation for the robots to be human-like, and I don't think we need to go very deep into making them look mechanical. Some slight paneling on a normal map and materials should be enough.
I should mention that I've decided to go with no gore for the game (that's partially why the characters are robots, and you don't see blood, but team-colored particles).
Both T-800 and Adam Smasher have a very sinister, imposing look, and I'm going for some more silly and a bit cartoon-like robots. With the wacky faces projected from their heads.