EddieMann wrote:It could use VATS targetting and some more guns as well, and maybe have the guns replace the other doom guns instead of starting with all of them.
VATS targeting is probably beyond my skills :/
I'll try to do some more iconic guns and of course they will replace the Doom weapons. For testing purposes I always start with this setup just FYI
EddieMann wrote:Don't forget to add
headshots and start the player off with just That Gun and maybe a melee weapon. Replace the chainsaw, there's nothing for it either.
Melee weapons, same as above. As soon as I have time
Head shots are in thanks to Mikk-'s ZScript
Thanks for the hint/link!
(Pro tip for people who want to implement ZScripts with EventHandlers: Declare your ZScript version at the top, e.g. version "3.3". Had me scratching my head until I stumbled upon Matt's Wiki entry:
https://zdoom.org/wiki/ZScript_Hello_World)
Captain J wrote:Alright. Just played this and this is promising and great! I do expect for even more guns from the game, including classic ones like 1, 2 and tactics!
Some problems i having right now are Gatling Laser with inferior Fire Rate, Grenade without any sound effect except the explosion one, and the speed of bullets. They're kinda slow and seem to be projectile-based, just like Marathon. Oh, also why Fat Man has unlimited ammo? Intentional?
Looking forward to it!
EDIT: Plasma Rifle and Gatling Laser has... Power Armor hand sprites? I guess they're supposed to be only accessible with Power Armor on?
- Still playing with fire rates and adding sounds as I go
- Bullets ARE projectile based as a consequence of having them slow down during VATS. Doubled the speed already.
- Fatman will NOT have infinite ammo of course
- Power Armor is a consideration - maybe a powerup, maybe a pickup, dunno yet.
Thanks for testing! Cheers guys!
EDIT: I forgot: Next update, probably weekend