[v0.999] CUSTOM GUN: THE GUN-ENING

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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Tue May 16, 2017 4:09 pm

Pardon the bump but I've been working on version 2 of Custom Gun, subtitled the ZScript-ening. This is ground-up rework of the Custom Gun system using ZScript. Hopefully I'll have a v2 demo up soon.

Some notable changes are:
  • All bullet attacks are now projectile based tracers, not hitscan.
  • Several changes to the current elemental system (including new element types)
  • The player now starts with a Reset module which does not expire

and some planned features:
  • Weapon Durability - once your weapon durability reaches 0 it becomes 'broken', all stats are lowered and elemental effects are removed. Cannot be repaired once broken
  • Repair Modules - special items which come in a variety of rarities that restore your weapon's Durability gauge
  • Behaviour specific modules - such as burst fire, spread shot, charge-shot etc.

If anyone has any suggestions then feel free to post them - I'd love to hear your thoughts
Last edited by Mikk- on Sat May 20, 2017 7:12 am, edited 1 time in total.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Pokky » Tue May 16, 2017 6:33 pm

The shuffle mod needs balancing.
For example, shuffling a nice rocket launcher with full mod slots. Any mod stats will be integrated into the weapon's base stat permanently after the shuffle.
You can do this over and over again to further raise the weapon stats as long as you have the shuffle mod.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Fri May 19, 2017 3:05 pm

Yeah shuffle is pretty broken.

The ZScript version is coming along nicely. I'm still up for requests/suggestions, should anybody have them.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby kadu522 » Fri May 19, 2017 4:29 pm

Mikk- wrote:[list][*] Weapon Durability - once your weapon reaches a certain level of quality it becomes 'broken', all stats are lowered and elemental effects are removed. Cannot be repaired once broken


Something is worng in this sentence,i don't think quality is the topic in discusion... just saying :wink:
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Sat May 20, 2017 7:21 am

kadu522 wrote:
Mikk- wrote:[list][*] Weapon Durability - once your weapon reaches a certain level of quality it becomes 'broken', all stats are lowered and elemental effects are removed. Cannot be repaired once broken


Something is worng in this sentence,i don't think quality is the topic in discusion... just saying :wink:

hah, my bad. I was rather tired when writing that post. That being said in regards to durability, once it reaches 0 the weapon breaks completely and cannot be used - it is tossed from the player's inventory. Though you are given fair warning before a weapon breaks. Repair software can only be used on weapons that are not completely broken.

To break down durability further - there is a total 'condition' variable which represents the current durability, there is also the decay rate (a random number between 2 and 4) and a variable for the current decay. Each time the weapon is fired, the current decay is raised by one, and when that decay is equal to the decay rate, the weapon loses a point in durability. Multiple factors affect the weapon's condition and decay values, such as whether it was dropped by a monster or if it's heavily modded - factory stock weapons do not deteriorate nearly as fast as a weapon that is overloaded with powerful modules.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Hetdegon » Sat May 20, 2017 1:08 pm

Hmm, personally I'd prefer such a system to be optional or at least having some cheat to opt-out, but let's give it a spin and see how it goes. Considering getting a really interesting weapon can be rare or take various mods, it's gonna feel kinda crappy if the weapons break too fast to the point you lose all attachment to them. Unless, of course, repairs mods are relatively common to allow you to maintain at least one custom favorite weapon.
I think breaking systems are better when weapons aren't customizable (see latest Zelda) or when the weapon breaks it gets a huge power down, but can still be repaired (even if at a higher cost).
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Sat May 20, 2017 4:10 pm

I feel the system is fair enough that your weapons don't break after a level, but punishing enough if you're careless with your shots - especially on the new weapon attachment modules.

I'm considering either adding a menu option or cheat - or perhaps even tying weapon deterioration to game skill.

I've hit a milestone, now. All bullet weapons are complete! So all I've left to do is Plasma, Rocket, BFG & Chainsaw. I also have to convert the mod software to ZScript and I'm done! I've been testing this with Colorful Hell and it's mighty fun!
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby N1ch0l2s » Thu Aug 03, 2017 4:08 pm

Unless this mod's dead, is there any chance of it being updated? And is there any way of summoning the mods? Or just giving yourself them?
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Thu Aug 03, 2017 4:16 pm

The mod isn't dead, I've just been busy with real life stuff unfortunately. You can use the "give all" cheat to obtain all the weapon mods, if you like.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby N1ch0l2s » Fri Aug 04, 2017 4:14 pm

Mikk- wrote:The mod isn't dead, I've just been busy with real life stuff unfortunately. You can use the "give all" cheat to obtain all the weapon mods, if you like.

I was hoping for a way to give myself a specific weapon mod, but that works too.
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Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Postby Mikk- » Fri Aug 04, 2017 4:21 pm

Well there's several variations of each mod
all the weapon mods begin with this prefix
Code: Select allExpand view
C_WEAPONMOD_*

replace the * with
Code: Select allExpand view
UPGRADE1         // Upgrade
DNGRADE            // Downgrade
UPGRADE2         // MAX Upgrade
SHUFFLE            // Shuffle

ACCURACY_COMMON      // Accuracy
ACCURACY_RARE
ACCURACY_LEGENDARY

DAMAGE_COMMON      // Damage
DAMAGE_RARE
DAMAGE_LEGENDARY

SAWRANGE_COMMON      // Chainsaw Range
SAWRANGE_RARE
SAWRANGE_LEGENDARY

PROJSPEED_COMMON   // Rocket/Plasma Projectile Speed   
PROJSPEED_RARE
PROJSPEED_LEGENDARY

EXPLMOD_COMMON      // Rocket Explosion Radius/Damage
EXPLMOD_RARE
EXPLMOD_LEGENDARY

FIRE            // Incendiary
EXPL            // High-Explosive
FROZ            // Frozen
PLAS             // Experimental
POIS            // Toxic
VAMP             // Vampiric
RIPP            // Piercing
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