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There's a couple things I'd like to see added to this.

  1. Something that I always felt was missing from Deimos-1 is a way to use 9mm/light bullet ammo faster. The pistol is basically entirely outmoded by the AR the moment you pick one up, and many mapsets put a chaingun (or chaingunner) somewhere early because the vanilla pistol sucks so much. What I'd go with is an SMG with a very high firerate and more controllable recoil than the AR--maybe even negligible recoil--as well as a magazine that's smaller than the AR's, but much faster to both empty and reload. Basically, the AR is to the SMG as the single barrel is to the double barrel--the SMG is for when you need burst damage above all else.
  2. Likewise, a magnum revolver that takes the same ammo as the AR would be cool. Somewhat silly given that the 5mm ammo's supposed to be caseless, but revolvers are cool.
  3. Chamber indicator for the shotgun. Basically, if there's a shell in the chamber, the rightmost I on the ammo count should be raised by about 50%. It bothers me that the only way to check if I have a shell ready is to try and pump.
  4. There's a weird bit of movement tech in here--if you hold crouch and sprint at the same time, you repeatedly crouchslide, maintaining speed. I don't want to get rid of this, because movement tech is cool, but I do think it needs to be tweaked for balance. Maybe adding a slight random jitter to crouch slides, so that you can keep 'scrambling' as long as you like, at the cost of having to keep adjusting your angle. You could even have the jitter increase with consecutive crouchslides, similar to how the end-lag of the sideways/backwards dodge move increases if you use it repeatedly.
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Hey, thanks for taking the time to comment. I'll address your feedback:

  • The SMG: Just yesterday I was thinking about this, actually. If it does happen, it will be a direct upgrade to the pistol and replace it in the player's inventory since there's no reason to keep it around when you have something better. A rebalance to make ammo a bit scarcer would also follow suit.
  • The Magnum: Not an unreasonable suggestion, but at the same time I don't think there's much space for it in the sandbox. Maybe as an add-on rather than the main experience.
  • The HUD code the mod inherited from Deimos-1 is pretty convoluted, so I make no promises here. As a middle ground, I can make the +1 mechanic more visible with a different icon or color though.
  • The movement probably will stay the same for reasons similar to those above.

Is there a github repo? I might take a crack at the HUD and movement code, it's a kind of thing I've done a lot of in my own projects.

Nope, just the code in the mod proper. Feel free to take a crack at this if you like. 

I've started poking around at this. The good news is that the HUD edit is pretty simple, but I found out why changing the movement code is a headache: it's copy-pasted across every weapon. I guess the Deimos-1 dev didn't know about using inheritance. I'll try to keep you posted, but I started poking around way too late in the day to be doing a full refactor, and I don't wanna half-ass it.

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Status update: I un-spaghettied the movement code a bit. As I suspected, the differences in movement between weapons is encoded in the copy-pasted movement code, and I haven't adjusted for this yet, so right now everything handles as if it's the pistol. I'll poke at it a bit more. I could probably zscript-ify a lot of it, make it easier to alter the movement properties.


[EDIT]: Also, I tried putting together an upgrade item for the handgun. Since you suggested replacing the handgun entirely with the SMG, I figured, why not just make the "SMG" a full-auto conversion kit for the handgun? It fires every 2 tics, which is slightly faster than the AR (which fires every 3 tics). I might try upping the mag size as well later, but right now it feels pretty good.

All right, I've got a working version. Handgun upgrade kit doesn't spawn yet, use `summon HandgunUpgrade` to spawn it for testing. The weapon movements are jerkier because of how I redid the movement code, but I think I know how to fix that; I just wanted to upload what I have rn so you can poke at it. I've uploaded it to MediaFire here.

Thanks, I'll have a look later.