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Tuesday, May 1, 2018

Ranged Weaponry Part I


With the addition of polearms, I think there are enough melee weapon types in game for now, and it is the time to turn attention into ranged weaponry. For example, throwing, bows and crossbows. Over the weekend, I implemented two additional features:

  • Move and shoot rather than forced to remain stationary.
  • The ability to look up and down and fire at where the cross hair aims at. This allows  projectiles to have an arc/affected by gravity and combat in non-flat terrain or perhaps even flight and aerial targets.
Some might ask, why does the gif feature a gun? Well, two reasons. The first is that there is no need to animate the weapon itself as bow and crossbow would need to. The second is that I have the model available from April 1st post. So it only makes sense to start with a gun to make sure everything works first and build from there.

Anyways, I know there are still some issues with 4.1c, and I will postpone the work on ranged weaponry to fix the bugs first. Notably, another bug that prevents looting of bodies and possibly some mechanism to limit the number of spawns during the Boss fight. Likely to be released tomorrow or the day after.

Let me know if people want to play around with the (probably OP) gun as well or people are "medieval purists" and want to wait for throwing/bows/crossbows. 

3 comments:

  1. Cant wait for public demo to try it!!

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  2. Don't stun much, the rate is fair ... I liked it.

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  3. Can you make it so Ludas has a cap (or more reasonable cap) on how many minions he can spawn? Cuz he was a pain to beat mainly due to the huge amount of lag whenever he started spawning his minions later in the fight. It also seems that Ludas spawns stronger minions in addition to more minions as the fight goes on. Also, I don't think Ludas should be able to regen large amounts health while laying on the ground with a hitbox that is really hard to hit with any weapon.

    Also the wank wand, the only ranged weapon currently in, is incredibly difficult to use. If you aren't comfortable making the player simply shoot the wand faster (as its almost unusable in most fights let alone horde fights), you could later implement either a way to upgrade items, make better weapons (crafting or tech tree), or implement a talent tree so players can boost their attack speed. I'm all for adding the gun as it is simply more usable than the wank wand. You could have the bow have a long arcing shot, the crossbow have a shorter arc and very fast projectile speed, and throwing weapons like a javelin (due to the possible need to retrieve said weapon) could have a short arc and do a lot of damage. I don't really think there is a need to be a medieval purist as the game is already disconnected from medieval game to a general fantasy game where you can get away with much more.

    One QOL thing I thought of is make all lewt drop as bags or make bodies with lewt disappear faster as there is no quick way to gather lewt. And waiting for a dead horde to despawn into bags takes a while and is not as fun.

    And lastly, there will probably need to be some sort of inventory management and information system relatively soon as it can be pretty difficult to go through a ton of items with no way to determine what they do, their value, their protection, their attack speed, etc.

    Thanks for making these games!

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