Month 3: Weapon Recap
- Liston Harding
- Mar 6, 2017
- 1 min read
Weapon Review
Month one's weapon design and prototype has held up well during development, so much so that a lot of it's original functionality is still present, just optimized for better performance and player feedback. A feature of the weapon that was cut early on is the ability to toggle Hopper types, we didn't feel it would benefit the player to toggle this part as it wouldn't make enough difference in game-play. A set of new features have also been added to the weapon, such as a Burst fire barrel, Sniper fire barrel and most importantly ambidextrous control design.
Weapon Pickups
We've decided to give the player a challenge when it comes to acquiring weapon parts; moreover, now at the beginning of a match the player will start out with the pistol barrel and no stock attachment, hence forced the acquire more powerful weapon parts to increase the change of winning.
Ambidextrous Controls
Our first left handed player is Justin Tackett, who is an instructor here at Full Sail and our newest Team member. Having him play the game made me realize that some in-game functions weren't suitable for left handle play. Weapon part toggle features proved nonfunctional as UI elements were only designed to be on the left side of the gun.
To be Continued
Currently I'm still finding the best solution to Weapon Pickups and ambidextrous control design, solutions will be up this Thursday!
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