Lots of little treats

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Finished this week out strong with a new item, some new models, a new gun, and a cool new feature.

Ammo Models

I was using some generic ammo box models from the Workshop for ammo boxes. They were never meant to be a long term solution and when I started implementing a new gun I decided it was time to get some new cohesive models.

I browsed some online marketplaces and couldn’t find any premade ammo boxes that I thought fit the aesthetic I was looking for, so I decided to model some of my own.

I got about 10 minutes into modelling and then started to become concerned that I wasn’t going to be able to pull it off. When I finished the topology and started texturing them I really knew I wasn’t going to be able to do it.

Like, how do people texture things? How do they do it remotely well??

Anyways this is what I made before I gave up

I think the center one and the furthest left one aren’t bad. The right most one doesn’t quite match though. Through this exercise I realized it’s not exactly easy to make a thematic and visually distinctive ammo box. How do you make 3-4 different boxes that are distinctive but also not too busy?

Defeat

I decided that buying some would be the best idea and try to finagle them to work in the theme. This is what we ended up with

I did some color modifications to the original textures, turning the boxes a dark slate vs an army green. I also then changed the text colors to match the “type” of ammo, as well as colored squares to match that type as well.

Green = Small Ammo
Blue = Medium Ammo
Red = Heavy Ammo
Yellow = Shotgun Ammo

M700

I wanted another gun, and there’s one more in the Facepunch FPS weapon library that I haven’t used yet, the M700, so I decided to port it over.

I’ve done this so many times now that it was trivial to do. What took a bit longer was adjusting the recoil, spread, and other factors to make it feel like how I wanted it to. The purpose of this gun in my head is a “marksman rifle.” It should reward accurate, timed shots, but penalize run and gunning.

To accomplish this I implemented a new “Moving Penalty Multiplier” into the weapon base. All guns have a 1.0x which means moving has 1.0x effect on spread/recoil/accuracy. But the M700 has a 2.0x penalty so moving has 2x the affect on overall accuracy.

This is also the first (and only right now) gun to use heavy ammo. Making it’s ammo potentially a bit more scarce on the map. I’m excited to see how this gun will do in playtests.

Health Vials

The medkit is a medium sized item so it takes 2 slots in your inventory. I want players to be able to have a “smaller” healing item which is less effective than the honker medkit, for instance this would enable a SMG + Rifle + Healing Item loadout.

I didn’t want to make a smaller medkit, so instead this healing item works a bit differently. Where the medkit has a large charge and it’s usage heals over time, the health vial is a single use and provides an instant healing effect.

I’ve buffed the charge of the medkit to heal a total of 120 HP before running out of charge. It heals other players at rate of 10HP/s while it will heal the user at a 3HP/s rate (I like to reward cooperative play.)

Meanwhile the new health vial will instantly heal 40 HP after a short delay. If you’re using the health vial on yourself the delay is 3 seconds, while using it on someone else the delay is only 1 second.

Inventory on player bodies

If you read the Inventory System blog post you’ll have seen my little drawing of how I explain my thoughts around the inventory slots and where the items would physically go on a player’s body.

These places

I wanted to do something fun and cool today so I decided to try and make it so the items in a player’s inventory slots would physically show up on their body in the game world.

It was surprisingly easy to do and without very much tweaking it looks not too bad either. Here’s a video showing a lot of different combinations. The 3rd person camera is just for testing to see what other players will see.

This isn’t a gameplay critical feature so i’ll probably add a setting to disable it (for performance reasons.)

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