I'm guessing they just abuse the alpha channel and is bright. But not actually additive(because that hasn't worked out for me)? It does almost look as if it was though
Precisely. Except that after I realized how additive translucency worked (black = invisible) I used the GIMP function "color to alpha" and selected black. The result? Something very similar to what the additive translucency looks like. That plus making the frame bright, gives that impression.
@Sayachan: I gotta say that image is quite a compliment in my eyes. Thanks
@darkhaven3: Sure thing. I'd gladly assist whichever way I could about that if it ever happens.
@Rex: Actually it took 3 shots. But during the testing I found it to be perfectly balanced. Not the three shots, but it's random damage. Sometimes it takes just one, some times takes 2, and I've only seen it take 3 shots once (this video; actually, you can see me hesitating because after the 2nd shot, I was sure it was dead already). Two shots sounds like a lot, but as a matter of fact, with the accuracy that weapon has, and it's potential rate of fire, it works wonders, and ammo isnt scarce at all.
@amv2k9: Is the kick. As Steve1664 mentioned, is a mechanic found in the original game. Here, since there are no skillshots, it's role is more just to push monsters away. During my testing, I found it great to open some space when you're reloading. And if it's too crowded (where the kicked monster doesnt move from the spot) at least it gets stunned, giving you some time to take advantage of.
@Xaser: Yeah, that's the thing I loved about the game. The weapons. I found them to be extremely fun, and I hated that I could only carry two weapons + carbine. I wanted to do some crazy massacre all around... then I though "if I could port all this into doom...". And here we are