XLightningStormL wrote:I think the best thing to do is a similar method to QUAKE/2
The SMG should be the early gained, decently accurate, decent ROF (not too less, not too much), 1 round use, pistol damage
The Chaingun should be the late gained, inaccurate, 2 round use, 8 (x2 Pistol Damage) Damage, also a very deadly fire rate.
Skelegant made some fantastic sprites a few months a go, that would be the best candidate for a base, inspiration, or quick use, even though IMO it should be a standard zombieman with a SMG, and maybe a fresh new haircut or something.
That is pretty similar to what I have currently, aside from the ammo usage. Not entirely sure what I'll do for the Machinegunner yet, but I'll keep this appearance in mind.
patrik wrote:Very nice and solid recreation of Alpha concepts and gameplay mechanics you got here, DrPyspy.
May I suggest you two suggestions to allow further personalization for players? Firstly, it would be nice to able to switch between current 0.5 and added 0.4 versions of rifle/bayonet. Secondly, would you mind adding in optionable 0.5 statusbar? (If I recall correctly somebody already recreated it in functional form for Zdoom, so it shouldnt be that difficult to implement.)
Anyways, keep up good work and thanks for taking my suggestions into consideration,
There are currently no plans for weapon skins at this time, but I have been thinking about it. I'll probably save them for a later version, however.
In 1.0, the 0.5 HUD was planned (if you dig around the pk3 you can find some remnants) but cancelled due to the limitations of SBARINFO. However, with the conversion to ZScript, it has made things a lot easier to manage, including additional HUD options. I loved the look of the 0.5 status bar, so I'll try to get it in by this next release.