TheHopelessThrumbo wrote: ↑Fri Sep 06, 2024 7:51 am
For some reason, something in this really got me hooked, albeit it feels ankward to navigate through the menus frequently to restock ammo (having the reload bind act as a "buy up to 100%" option would help). Also, I see no point of the Plasma Cannon in the current state, much worse ammo efficiency than the SMAW, and it costs a gigantic amount of points to begin with.
I coded the shop menu myself which took me a good while to make it less janky code wise then my previous code, so sorry about that when the menu doesn't feel right to use. As for the weapon balance I am still trying to rebalance the weapons more. It is for me tricky to balance things for ammo and weapon cost since in my playthrough I had no problem hoarding a lot of money. I have no idea if I refactor the shop menu code to utilize the ZGUI library or however it is named will make it less awkward to use.
Facínora wrote: ↑Wed Sep 18, 2024 5:59 pm
Okay. I published my first video with Digital Weapon Mod. I really liked the shop gimmick and how the weapons feel good to use, despite needing to open a shop in a beginning of a level where you start in front of a lot of monsters might make things tricky:
Thanks you and the others here for making a video of my mod, I should get around updating the OP and linking your videos here then. I am not the best at creating things but I spend a lot of time on the code side and totally not stealing sound effects to make the weapons feel good to use. As for needing to open the shop at the beginning when there is a lot of monsters there is currently a workaround where the shop menu is still interactable despite the game being paused, I need to see if I can somehow freeze stuff when the shop menu is opened so that you don't have to press the pause menu anymore.
So right now I have a different plan, I talked with my friend before and he mentioned doing a remaster of my mod is not worth it right now so instead I aim for a 2.0 release which is going to take a long time since I have lot of assets to redo and then doing code clean up and seeing if I can make the mod more user friendly for both PC players and Android players. I didn't made much progress right now because I was busy with real life stuff but I can work on it now. So that means the models and textures will be redone less of a grug style and more of simple stylized texture, the animations will be also completely redone. I cannot give any estimated time for it right now.
Someone also mentioned I should add Digimon themed weapons before, I would gladly do it but the problem is nobody is willing to make 2D concept sketches for me so I am left on my own learning to do 2D sketches and then making 3D models. Once I am much better for it I think I may be able to make weapons that resembles Digimon designs. I guess it has to happen for the future update of this mod.
So to recap of upcoming features for the 2.0 release:
-Redone all of the weapon models, textures and animation
-New Mugshots
-ZGUI based Shop System
-3D player models
-Special abilities for classes
The reason I am going for a 2.0 release instead of 1.2 because I really want to fix the asset inconsistency instead of having a mixed bag of style of the models. Thanks to everyone who played my mod and even made a recording of it, I appreciate it.