Making a weapon feel powerful.

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22 comments, last by JLW 9 years, 10 months ago
Okay, so it seems like you are making a simulation game (okay, survival game) where you want the guns to be realistic. However you want to distort the actual power of a gun so that it "feels" more powerful than a gun that perhaps is more powerful?

Yet, in real life, each gun is going to feel like it feels. The only option then is to take care to replicate every nuance (or an approximation, as you said) of how each gun differs from any other gun in real life.

Recoil, smoke, etc.

People assumed you wanted to distort the actual abilities of the guns, (since you said "feel") so they suggested non-realistic things you could do.

A sort of exaggeration.

Then again, you could just exaggerate the effects a bit for the guns you want to feel more powerful. It doesn't change the realism. That's what a stage actor has to do when details can't be seen from afar.

They call me the Tutorial Doctor.

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Okay, so it seems like you are making a simulation game (okay, survival game) where you want the guns to be realistic. However you want to distort the actual power of a gun so that it "feels" more powerful than a gun that perhaps is more powerful?

Yet, in real life, each gun is going to feel like it feels. The only option then is to take care to replicate every nuance (or an approximation, as you said) of how each fun differs from any other gun in real life.

Recoil, smoke, etc.

People assumed you wanted to distort the actual abilities of the guns, (since you said "feel") so they suggested non-realistic things you could do.

A sort of exaggeration.

Then again, you could just exaggerate the effects a bit for the guns you want to feel more powerful. It doesn't change the realism. That's what a stage actor has to do when details can't be seen from afar.

More or less. The only thing you're off on is that I'm totally fine with any visual or auditory changes that aren't immersion breaking. It's just gameplay changes that won't fly. Giving the gun an exaggerated muzzle blast, for instance, would be acceptable if it makes the player think it's more powerful. (Though that would actually just make it hard to see where you're shooting.) The whole point is to make players accept a weapon that deals less DPS, but has other advantages that make up for it, without making its other advantages break the game's balance. Like the Lee-Enfield rifle I'm using as an example.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

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Okay. Now I'm pissed. Why do people assume every game with guns is automatically another fucking CoD clone? I'm really sick of this shit. Just because this game has guns does NOT mean it's another copy+paste ludicrously unrealistic, proudly jingoistic, blatantly racist hallway simulator with NO self-awareness for violent, paranoid, right-wing shut-ins with no capacity for higher reasoning. QUIT making that assumption. This is NOT a "modern shooter". This is a SURVIVAL game. I have SAID THIS already. I will NOT say it again.

I may have misjudged of the technical term for your game's genre, but at no point did I call it a Cod clone. I think its fine to have an opinion of a genre, but honestly you're being rude to other developers (that are here to help you out). I wasn't trying to upset you with this post, I honestly thought with the level of experience you have about weaponry it made sense for you to focus on a game where simulating weaponry is the focus, that's generally a modern shooter, no judgement of the genre either way.

Given the survival genre of the game, you could explore giving the weapon a less weathered look then the other weapons. Where most the weapons (assuming they're found among the ruin of a post tragic event) would have signs of wear and might not fire as clean or true (bent ironsites, etc), this weapon could be less worn(believably) and fire just the way the player would expect it to. Or to be brief, you could believably gimp other weapons in the interest of this weapons focus. Good luck with the survival game.


Okay. Now I'm pissed. Why do people assume every game with guns is automatically another fucking CoD clone? I'm really sick of this shit. Just because this game has guns does NOT mean it's another copy+paste ludicrously unrealistic, proudly jingoistic, blatantly racist hallway simulator with NO self-awareness for violent, paranoid, right-wing shut-ins with no capacity for higher reasoning. QUIT making that assumption. This is NOT a "modern shooter". This is a SURVIVAL game. I have SAID THIS already. I will NOT say it again.

I may have misjudged of the technical term for your game's genre, but at no point did I call it a Cod clone. I think its fine to have an opinion of a genre, but honestly you're being rude to other developers (that are here to help you out). I wasn't trying to upset you with this post, I honestly thought with the level of experience you have about weaponry it made sense for you to focus on a game where simulating weaponry is the focus, that's generally a modern shooter, no judgement of the genre either way.

Given the survival genre of the game, you could explore giving the weapon a less weathered look then the other weapons. Where most the weapons (assuming they're found among the ruin of a post tragic event) would have signs of wear and might not fire as clean or true (bent ironsites, etc), this weapon could be less worn(believably) and fire just the way the player would expect it to. Or to be brief, you could believably gimp other weapons in the interest of this weapons focus. Good luck with the survival game.

Okay, I snapped, and I apologize. I've gotten the "every game with a gun is Call of Duty" thing so many times I'm getting jumpy about it.

As for the focus of the game being on the weapons, that's not entirely true. This thread is about the weapons, but the game's focus is mostly on the characters' bodies, and most of the game rules deal with their status. A living body is a tremendously complicated thing. A lot of things change how it works, usually negatively, a lot of things are required for it to work and a lot of conditions affect how it works. It rarely stops working all at once, tends to go on for quite a while before it stops working, and a lot can be done to keep it working before it stops entirely. It's quite an ordeal to even understand how all of this happens, and to translate most of it into a game with any accuracy takes a lot of effort, so since keeping one working is the main point of the game it has to take most of the attention if it's to be handled with any degree of realism.

The only issue with gimping other weapons is most people don't really understand it, and the practical effect can be really strong. But making the weapon look to be in better condition in areas that don't really affect its in-game use (like making the wood less rough, and metal less rusty) is a good enough idea. The weapons are already balanced practically, I just need to make them feel balanced.

There's two of us on this account. Jeremy contributes on design posts, Justin does everything else, including replying on those threads. Jeremy is not a people person, so it's Justin you'll be talking to at any given time.

Aelsif's Patreon.

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