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Please leave a comment, suggesting how to make the starting weapons more "mechanically unique". 🙏
ОтветитьFor the shotgun, a rapid shot with 2 balls can piercing one enemy and 1 base damage
ОтветитьThe Drill gun looks like a plasma gun with those purple squares on it. Maybe change them from squares to triangles.
I also think that the Handgun could maybe be a revolver with 8 bullets. You can charge your shots which uses more bullets but packs a big punch. Just the charge itself adds a lot of depth to this gun. Does the player want consistent dps? Maybe the boss they are fighting only has a small window to hit them so charging is best. Maybe this enemy has less health so charging 3 bullets is good enough. Maybe there is a swarm of bees coming towards them so they have to rapidly fire each bullet.
Naturally, this comes with a reload mechanic which will make the player have to learn to move around and dodge while they reload. If there is a weapon swap mechanic this will allow the player to swap to a different weapon during the reload adding even more depth to the combat.
For the sniper rifle I think a cool way to handle its mechanical difference is to either add a “charge” where you can hold attack and do more damage depending on how long you hold it, or be able to hold it and slow down time.
ОтветитьEasy little trick I used to add piercing for my projectiles was to simply add the health behavior to my projectile template late. From there the only difference you would have is instead of projectile collision with enemy and deleting the object, you then subtract the health. Then check if the projectile is dead and delete it
ОтветитьJust swap to unity alot easy to add mechanics
ОтветитьNew rule: you want new stuff, I teach you how to code. >:v ... I'm kidding... ... mostly. XP
Um... the handgun could have an upgrade (or hit a stat threshold, probably it's power) that somehow makes it a handcannon, effectively? Like unique muzzle flash and a louder bang? ... ... ... I don't know guns; I just know what seems cool. Feel free to ignore. :v
Swording in the right timing could reflect small bullets :)
Ответить- The hand gun should knock enemy's back (knock back)
- The SMG should just fire stupidly fast lol
- And the Shotgun should fire multiple bullets
The pistol can upgrade to dual pistol and mirror the shots to the other side, following the aim of the main arm. (I hope that makes sense)
ОтветитьIm kinda late with this, but the Sniper could shoot a short laser shot you have to Charge up, so It basically has 0 bullet travel time
ОтветитьSniper should bounce off the walls, not necessarily guaranteed, just a random chance to bounce up to 5 or so times
ОтветитьGive sniper a laser that points where it will shoot
ОтветитьFor Sniper Rifles if u shoot it can get thru enemys bodys and with one amo can kill 3 enemys and damage 4th one too
Ответитьmaybe add some sort of aim assist to the sniper, like make it try to shoot twards an enemy without being aimbot, it would make sense with the sniper
ОтветитьCan you make a tutorial about the sword you use?
Im trying to make a Game using sword and I found it difficult to find a tutorial for it.
Jeez that sword looks cool af
ОтветитьThe hand gun can have like a revolver abilty where it throws out a coin and shoots it and bounces to an enemy
the sniper and have a chance to get a head shot or a crit that boosts its damage numbers
the smg can a over heat feature making it shoot faster but get hotter the longer u shoot once its over heat it maxed you'll have a short cool down to wait
Maybe the smg or pistol could be tracking?
ОтветитьThe sniper could have an instant projectile or more of a laser than a bullet, that doesnt have to travel
ОтветитьI think for the pierce gun, having a trigger once while true instead of just checking the bullet overlap only can help solve the enemy eating up all the charges after first hit.
ОтветитьI have an idea for an ability than can work with the shutgun and it makes the bullets follow the enemy for a short amount of time before disappearing but idk it’s just an idea
Ответитьif you want uniqueness, introduce accuracy, handgun does medium accuracy, sniper has high accuracy, and smg has low accuracy.
ОтветитьHandgun:
Nothing, just simple and easy
SMG: 20% chance to not have to reload
Sniper: insane rebound, so you can also use it to propel yourself around
make the sniper explode in a blast radius on impact, the smg can make the enemies slower when hit and the hand gun could have an ability were you shoot it a certain amount of times and it eventually has a massive explosive attack
ОтветитьHand gun good damage and knockback
Smg fast firing but bad accuracy
Sniper rifle a lot of damage and great accuracy
konami code lore:
If you take a certain path through the portals, you get a hidden treasure or a secret boss to fight, idk
make sniper homing bullets
ОтветитьThe sniper rifle should have it to were if it gets a crit it should do extra damage to represent headshots
ОтветитьI think that bouncing bullets would be fun but I don’t know what gun it would work well with so maybe it could be an upgrade if not sniper or pistol I think could be fun with bounce physics
ОтветитьIf you don't mind to answer I wonder how gun rotation functions in your game. Does each gun has its unique sprite which changes based on where the mouse is pointed or you have some ingame algorithm/function which changes weapon's sprite based on where the mouse is pointed?
ОтветитьHeadshot chance for Sniper rifle with bonus damage
ОтветитьI need to do the sword like how you did it
ОтветитьFor the SMG you could do something like the cube gun from remnant 2, low capacity but your bullets bounce back and refill the gun. So when you're closer to an enemy, your fire rate is higher since the bullets have a short distance to bounce back but your fire rate naturally becomes lower as you get farther away. Could also make it so they damage enemies on the return trip. One of the most unique weapon designs I'd ever seen personally!
ОтветитьMy mans Oil did good
Ответитьmake the sniper rifle do more damage the further they travel
ОтветитьSniper Rifle (Long Range): Always deals critical Damage, but It's so slow you need to create enough breathing room with faster weapons before using it.
SMG (Mid Range): Weak Damage, but briefly stun locks enemies caught in the barriage of bullets (They start moving a half-second or so after bullets stop hitting them).
Hand Gun (Short Range): No gimmick. Basic damage dealing.
In my experience, making mechanical changes are easier to program when you have most of the mechanic logic on the projectile rather than the gun
ОтветитьHand gun- medium reload speed, medium fire rate, medium accuracy, has a chance to mega crit
SMG- medium reload speed, fast fire rate, terrible accuracy, bullets have a chance of going faster with shots hit
Sniper- slow reload speed, slow fire rate, good accuracy, bullets has chance to penetrate and immobilize bigger enemies
Something like that can work
Sniper rounds should shoot shrapnel after making contact with an enemy.
ОтветитьThe sniper could be a hold to charge weapon, so the bullet gets faster n stronger the longer you hold the fire button.
ОтветитьI think it would be cool if a gun could have the differential of shooting two shots at once, one next to the other like those spaceship games
ОтветитьHave the SMG fire a narrow spread of bullets. Playing off of its accuracy being less than something like the pistol or sniper rifle because of recoil.
Ответитьhandgun could be two handguns and they shoot one after another
sniper could be like a ray gun laser thingy that gives enemys much knockbac or stun enemys
smg could freeze enemys in 1second after 56or4 hits
for the sniper, u could make it so that u can aim it by clicking on the enemy u want to hit and it will always hit that enemy no matter what. Also it could be hitscan instead of having a projectile.
ОтветитьI think a long trace line bullet would be awesome for the sniper. Bullet variation in general would add a lot of polish to the guns. Hand Cannons feel really good in Destiny. I think it could be a combination of the kick, power and sfx which really sell it
ОтветитьThe handgun maybe could shoot a richothe bullret wich Will bounce of enemies, the smg maybe can become like un stable and you would need too cool it down, and the sniper maybe you could place ”targets” on enemies wich would do more damage IF hit
ОтветитьI think that the sniper should be able to do headshot damage, for instance, Body shot = 15 damage, Head shot = 30 damage.
ОтветитьSniper rifle could have really thin bullets which always pierce
Ответитьwhat type of game engine are you using?
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