August 16, 2012


A lot of the Sci-Fi FPS game is dependent on velocity for calculating damage. The requirements to increase velocity by even a little bit increase on a scale making them absurdly expensive beyond a certain point thus somewhat limiting their potential unless you put extreme resources into it. This is basically a matter of diminishing returns, though not exponential it is progressively increasing. For example the 2nd upgrade might cost as much as the first, then by the time the 10th upgrade comes along it might cost 16x more than the 9th upgrade which was 10x more expensive than the first upgrade. These aren't even close to the actual numbers but I believe convey the concept.

The later on weapons while still calculating velocity damage generally work along the lines of instant hit weapons with perhaps a line trace for trails or the light beam w/e. Their primary tool for keeping them balanced is cooldown times and recharge times making it important to pick your shots carefully.

I'll discuss the entire upgrade system for weapon types in my next post.

I also finished a new weapon, an intelligent proximity mine that directs damage toward an enemy instead of an even spread, unlike a claymore with a fixed position this is like a claymore that follows its target even if it comes up behind it.

There's a paintball mode which I've also just added for kicks. I'll probably make it an unlockable and set for unranked games which allow mods.

No comments:

Post a Comment