Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Sorry, I tried make controls past update, but controls made me.. I need more experience, I think

Manual racking is so annoying? I just thought that this way there would be more of a feeling of impact from the shotgun

Well, it worked, and It kinda does add realism that some games miss. It can allow for other weapons like lever actions or bolt actions to turn up... And "reloading" those without chambering the next round from the reserve could use a "chamber load" animation (meaning the user directly loads the round into the chamber rather than through the reserve)... Though I suspect our Officer hasn't had to do that, and would be slower on that kind of reload compared to just actually racking the action, but would get better the more you "train" the officer.

Funnily enough, Since I am a TF2 player, tapping 'Q' is as natural as quickly poking with one of my "spare" fingers not fiddling with the motion keys, so once I figured it out, it was as simple as idly tapping "Q" while reminding myself "Q for this game chambers round, not quick-swap to your previous weapon".

It does mean the keys for certain actions needs to either be better defined in the user menu (such as actually having an image of the keyboard that points out which key does what), or allow us to manually rearrange the keyboard keys according to our user style.

Anyway, I did wonder if we could have a way to have melee be a little... Quicker?

Melee currently feels like our protagonist is an old lady with arthritis swinging a short handbag around, and the bat's range feels shorter than it looks.

It just isn't viable even as a last resort, as I have had better results tossing officer bimbo's "bouncing betty" grenades just to get ammo for whichever weapon she was using... Said bouncing betties being more likely to make her do the "floating starfish" if I forget where the nade landed.

You mean +1? If that not so necessary I think and it will and this will bloat the code a bit.

Makes sense:D I'm not an experienced team shooter gamer, more like casual. Used that Q and E to lean left-right and based on this, I looked at my own finger placement and came to the conclusion that Q is perfect for pump/bolt-action control.  There will be more weapons that use this mechanic, so I'm open to suggestions on which button would work better. (I haven’t figured out how to make a key settings yet.)

Planning skills in future, so officer will get boosts as reload speed and another nice things through it.

Melee is really a weapon of last resort. When there is absolutely nothing else. And thus, in exchange for a small amount of health, you can hope that you will knock out a ammo box from the enemy. It's even was buffed twice or trice and size of the bat's collision box is 1/3 larger than the bat itself. And speed has been raised. 

Found grenades funny. Maybe leave them bouncy but reduce trigger time by half?

Bouncy Grenades with reduced trigger time? Eh, could work, considering that one of the methods I used to get Chloe to try and hit any of them is to lob grenade at a wall and let it bounce off into the chasing hoard. Reduced Trigger time means it can actually explode and take out the hoard for once after a Trick Bounce.

And I like the idea of skills for our officer... Especially since you made the implication that the skills and perks would allow us to give our chosen characters a personality we like.

Reduced it by half (5 -> 2.5sec) and tested. Now its much more easy to control.

Lately I've been getting closer to what the perks will look like. So they really will be, the main thing is not to make a mess with the balance.