- Add Review
- Subscribe
- Nominate
- Submit Media
- RSS
- supremewarrior
- Added: 12/30/2012 10:15 PM
- Last updated: 12/26/2024 09:08 PM
- 3600 views
Posts
Pages:
1
You can equip two weapons, if you equip a weapon as your primary, pressing 1 on your keyboard will equip your primary weapon. If you equip a secondary weapon, pressing 2 will equip your secondary weapon. Also if you have already got your primary or secondary weapon equipped, pressing the appropriate number key will holster it.
I decided to develop this feature because I found it annoying to switch between weapons by using the menu.
I decided to develop this feature because I found it annoying to switch between weapons by using the menu.
Here's a suggestion for your later development in the game:
Maybe focus a bit on accuracy rather than power to make the game more realistic. Damage will be almost constant on all guns, damage will vary on a specific type of gun and a gun in one category will have a unique trait that separates the gun from their peers.
Say for example, all guns will kill a zombie or hostile with the same amount of bullets, shotguns will normally kill in one-three hits, a Remington 870 will have a short linear hit range, a very accurate one-hit-kill but has slow rate-of-fire.
Guns will be hard to find but they're very rewarding and can give you a lot of options.
Also, I subscribed and I'm looking forward to this game.
Maybe focus a bit on accuracy rather than power to make the game more realistic. Damage will be almost constant on all guns, damage will vary on a specific type of gun and a gun in one category will have a unique trait that separates the gun from their peers.
Say for example, all guns will kill a zombie or hostile with the same amount of bullets, shotguns will normally kill in one-three hits, a Remington 870 will have a short linear hit range, a very accurate one-hit-kill but has slow rate-of-fire.
Guns will be hard to find but they're very rewarding and can give you a lot of options.
Also, I subscribed and I'm looking forward to this game.
author=FedoraI already got some ideas in place for certain guns to have benefits according to their range and combat use. Thanks for the suggestion. E.g. You can spam pistols, they have weak power and a medium magazine capacity (15). SMGs fire the fastest of all gun types, assault rifles have medium power, accuracy and fire rate.
Here's a suggestion for your later development in the game:
Maybe focus a bit on accuracy rather than power to make the game more realistic. Damage will be almost constant on all guns, damage will vary on a specific type of gun and a gun in one category will have a unique trait that separates the gun from their peers.
Say for example, all guns will kill a zombie or hostile with the same amount of bullets, shotguns will normally kill in one-three hits, a Remington 870 will have a short linear hit range, a very accurate one-hit-kill but has slow rate-of-fire.
Guns will be hard to find but they're very rewarding and can give you a lot of options.
Also, I subscribed and I'm looking forward to this game.
Also I'm gonna force the player to think as there is only 12 slots so the player has to choose what items to carry with them.
Not sure how much, if any, this will contribute but --
I've done some testing with high rate of fire weapons in one of my abs demos. In series of 1000 shots, I noticed a discrepancy between the accuracy of lower and higher rates of fire - likely due to the tiny amount of lag incurred by running the collision detection routine. Interestingly, the accuracy also fell off at greater ranges.
My in-game rate of fire for an M4 offered 98% accuracy at close range, but fell off to 89-92% at a screen's distance from the target.
The in-game rate of fire for paired Ingram Mac-10's peaked at 96% at point blank range, all the way down to 68% at a screen's distance from the target.
Restraining fire to short bursts improved accuracy scores across the board, except for pistols which were routinely able to achieve 100% accuracy against stationary targets.
In my tests, collision detection for moving targets can shave up to 17% off of the accuracy score.
It is an interesting coincidence that the process time of the collision detection event partially replicates the effects muzzle climb/recoil have on firearm accuracy, and that the disparity between perceived and actual target positions (due to the way events sort of slide between grid points during walking animations) actually make moving targets harder to hit.
I've done some testing with high rate of fire weapons in one of my abs demos. In series of 1000 shots, I noticed a discrepancy between the accuracy of lower and higher rates of fire - likely due to the tiny amount of lag incurred by running the collision detection routine. Interestingly, the accuracy also fell off at greater ranges.
My in-game rate of fire for an M4 offered 98% accuracy at close range, but fell off to 89-92% at a screen's distance from the target.
The in-game rate of fire for paired Ingram Mac-10's peaked at 96% at point blank range, all the way down to 68% at a screen's distance from the target.
Restraining fire to short bursts improved accuracy scores across the board, except for pistols which were routinely able to achieve 100% accuracy against stationary targets.
In my tests, collision detection for moving targets can shave up to 17% off of the accuracy score.
It is an interesting coincidence that the process time of the collision detection event partially replicates the effects muzzle climb/recoil have on firearm accuracy, and that the disparity between perceived and actual target positions (due to the way events sort of slide between grid points during walking animations) actually make moving targets harder to hit.
author=Killer WolfThanks for this useful tidbit of info, forgot to thank you for that.
Not sure how much, if any, this will contribute but --
I've done some testing with high rate of fire weapons in one of my abs demos. In series of 1000 shots, I noticed a discrepancy between the accuracy of lower and higher rates of fire - likely due to the tiny amount of lag incurred by running the collision detection routine. Interestingly, the accuracy also fell off at greater ranges.
My in-game rate of fire for an M4 offered 98% accuracy at close range, but fell off to 89-92% at a screen's distance from the target.
The in-game rate of fire for paired Ingram Mac-10's peaked at 96% at point blank range, all the way down to 68% at a screen's distance from the target.
Restraining fire to short bursts improved accuracy scores across the board, except for pistols which were routinely able to achieve 100% accuracy against stationary targets.
In my tests, collision detection for moving targets can shave up to 17% off of the accuracy score.
It is an interesting coincidence that the process time of the collision detection event partially replicates the effects muzzle climb/recoil have on firearm accuracy, and that the disparity between perceived and actual target positions (due to the way events sort of slide between grid points during walking animations) actually make moving targets harder to hit.
Pages:
1