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Showing posts from February, 2015

Weapon Mods

I've implemented the basic code for weapon mods over the past few days, allowing for the full range of planned mods; Dual Wield: Take a second off-hand weapon. For example, dual magnum pistols. The second pistol mirrors the first in additionally selected weapon mods. +P Ammunition: Over pressurised ammunition. Causes more damage per shot. Extended Magazines: Magazine capacity increased. Useful for machine pistols. Silencer: When attached, drastically reduces the sound of the weapon. Decreases the range at which enemies can hear and detect your shots. Anyway, it's half midnight. I'm off. - Rob

Changelog 10-2-15

Pickup Prompt When you're stood over a pickup, there's a text prompt at the bottom of the screen to let you know which key picks up the weapon. It also lets you know you're over an item, if you didn't notice. Pump-Action Shotgun - reload until full The pump-action shotgun reloads one shell at a time, and previously it only loaded a shell per key press. Now that action loops until it's full, meaning you only press 'R' once and wait for the guy to load in all the shells. Creating noise to mask gunshots The code for this feature is now complete and present -- you can trigger or destroy objects on the map to create background noise (for the sake of your eardrums, this noise isn't played, for example a looping alarm or generator) which reduces the range at which enemies can hear your shots. Scanner Satellite Take out the on-site satellite scrambler and your operator can pinpoint enemy locations to you remotely. Disable/destroy the jammer on map to e

Aim assist, and bug fixing

I've been busy since my last update, literally from the next day to now, and I'll be busy all up until next Monday now. Potentially, come next Monday, I could be even busier. Adult life huh! But here's a small one I managed to squeeze in. First of all, Downfall, Inc. supports basic gamepad functionality, namely the Xbox 360 controller. It's not native yet, but through a program like Joy2Key or Xpadder it's possible. I've managed to play the demo build using it, it works just fine. To support this, I've added in a feature akin to aim assist, or lock-on. This will be toggleable and scaleable from the options, so players can opt in or out at will. In a nutshell, when your crosshair passes over a enemy, it will "stick" to them. Pulling away breaks off the lock. Depending on how strong it's set, you have to maintain aim to keep locked on. Some may consider it a handicap or a crutch or whatever, but I'm aiming for maximum choice here so I

Dual Wield (Update)

I had decided from an early point in development that I wanted the player to be able to equip a pair of pistols, for several reasons. It looks cool, and it gives pistols a seat at the table with big hitters like shotguns. Two pistols can cause a lot of damage, fast. However, implementing this posed a problem. In a game like TimeSplitters , there are separate weapons for a single pistol and a pair. The pair function effectively as one weapon, with their own ammo reserve. However, Halo 2  allowed any one-handed weapon to be wielded off-hand, firing independently and having it's own individual ammo supply.  I knew that following Halo 2  would require an overhaul, so I opted for a middle ground. Until today, I followed the TimeSplitters  route. Today, I implemented a rudimentary dual wield system. So, you have a pistol. You take down an enemy, he drops his. You pick up this pistol, turning your one into two. You decide you don't want a second one, so you throw your w