I guess the swirls still don't help if you can't actually see the powerups! I'll give them the Floatbob flag then and see how that works out! I will see about adding different weapon sprites as well. It's just that I plan to have quite a number of weapons, so that department will take some time! Another thing I could do is to have different tiers of weapons, such as low tier using the pistol, mid tier using a rifle of some sort, and higher tier using a much larger weapon.wildweasel wrote:Mmmm, this is pretty solid now, I'm just gonna lobby for there to be multiple sprites for the standard weapons. Actually, I have another suggestion as well, could all weapon and subweapon pickups floatbob? I keep losing them in piles of dead monsters.
That is actually intentional! The Iron Annihilator does in fact fill the Bullet-Eye gauge from kills whether you have the Rampage Helmet or not. It's just that the Rampage Helmet grants more Bullet-Eye Energy from kills so it is more noticeable. I was actually thinking of making a helmet that triples energy gains from kills DURING Bullet-Eye Mode, so it would be similar to how one could make Gunzerking in Borderlands 2 last quite a while when selecting the right talents, but with how much the Rampage Helmet gives at the moment, it achieves a similar effect. I could still add that other helmet if testing goes well and it isn't too overpowered, but I may end up removing energy gains while in Bullet-Eye Mode after all.I have a bug to report as well; I understand the Iron Annihilator isn't supposed to fill the Bullet-Eye gauge when it kills something, but if Bullet-Eye is active and you change levels, it starts filling the gauge. I haven't had to chance to test if this is related to the Rage helmet or not.
I could also make things even more arcade like, and cause Bullet-Eye Mode to be lost when entering a new map, if it is currently active.
Thank you for the feedback!