top of page

Week 1: Weapon Design

  • Writer: Liston Harding
    Liston Harding
  • Jan 9, 2017
  • 2 min read

Week 1 Build

Weapon design

My week was spent researching and designing the interactions players would have with the main weapon. Using Rec Room and other virtual reality FPS games as reference for good and bad design choices, we concluded that weapon pick-ups and ammo pickups weren't suited for our game as we wanted to reduce the amount of traveling the player would have to do. Without weapon pickups we needed to figure out ways to offer the player options for different weaponry, so we decided to create a system to allow the player to tweak there weapon on the fly which essentially would allow them to turn a standard paintball gun into a machine gun, shotgun or sniper rifle variant of that gun. Implementing this design would allow us to keep the speed of game-play.

Weapon Development

Above is the layout of the design I'm currently working on. Starting out with the base weapon, the player will have stats pertaining to clip size, fire rate, damage and accuracy. By picking up gun parts from fallen foes or hidden locations, the player can modify the base stats of his main weapon allowing for a more personal and interesting weapon. Weapon part categories include stock, barrel and magazine, all of which have some influence on the base weapons characteristics and stats. Using Unity I've found that the cheapest way in regards to processing, is to design a base gun which is essential the parent to multiple objects falling under the stock, barrel and magazine category; moreover, through use of a user interface selection tool, the player can cycle through stocks, barrels and magazines to make a selection. Designing this way helps keep our frame rate above 90 which is essential to our final product.

 
 
 

Comments


bottom of page