by DBThanatos » Sat Jun 09, 2012 1:09 pm
@Michaelite: True. It is indeed a novelty (the leash), but somehow, that's part of what makes it unique. There isnt much point on leashing monsters as you're basically pulling near you a damage source, so, I wanted the leash to actually have another purpose. It might break maps, and considered cheating, but is the same case with the ability to jump, crouch, and alike. Is left for the user's discretion. I honestly, find the leash more useful to get medkits from other rooms and stuff like that, than for monsters.
So, I will not make things unshootable. As discussed on that topic I linked, is a feature (leashing stuff around) I'd like to keep. However, there's another issue I'll get on below.
@Corsair: If you're curious, here's how I have them bound.
-WASD for movement.
-Shift for "run" (I dont like "always run").
-Double hit shift = Tackle.
-CTRL = kick.
-C = charged mode.
-F = Leash
-R = Reload
(Q & E are the ones I use for prev and next weapons, that's why I had to pick other keys around)
@Gothic: I hope you enjoy it. I find it pretty fun to mess around with the classic mapsets.
@Steve1664: It might feel like the peacemaker is weak. But remember it is a pistol replacement, with it's own ammo type so it doesnt messes with other weapons. Besides, compared to the pistol, this can stunlock much easier. So, overall, the only downside of the regular fire is the reload time. I felt it is balanced enough.
Regarding the time after the charged mode, same case. The charged ammo for the peacemaker is rather common, and delivers a very big punch. It didnt feel right to make it more responsive. It needs to have cons. Though, I might reconsider this one as I keep on playtesting. This far, I havent really had any troubles with it.
Re: Chainsaw. Yeah. I never liked the whole "imma punch you to death" (unless is like brutal doom), so, instead, you get the chainsaw right away. I did it for the rare cases where player somehow runs out of ammo in early maps, you can chainsaw your way through (in case you didnt notice, it's stronger than the regular chainsaw)
@Xtyfe: The zombiemen attacking the floor, is actually something I need to make a bug report of. The fact that items are shootable, for some reason makes hitscanners "attack them". They are not the target, because if you move around, you'll see the zombiemen will actually turn towards you as they attack. But if a shootable item get's in the line of fire, despite the fact they're small and in the ground, the hitscan attacks are immediately directed there.
Weapons dont autoreload on purpose, like I said in the disclaimer on the weapon description. And weapons are selectable because of how the code needed to be done for reloading, charging, fake ironsights and stuff like that. Cant do much about that one.
@JimmyJ: In what case? There are revolvers preplaced and the ones dropped by the zombies. In either case, is not supposed to behave like that. I'll check the code.