New AvsB: PMC Warfare DevBlog Entry - Weapon-design


(Zarkow) #1

Weapon-design that rewards practise?

Sometimes when one tries to outline how something should or ought to be it can be easier to start outlining what it shouldn’t be. It won’t get you all the way, but atleast it will get you a chance to formulate a rough cut and a general direction of your idea.

Weapon-design, especially the behaivor, is one of those areas. Or atleast it is when your overall design in very handgun focused - as ours are - with infantry, men with weapons, in focus.

So when I started outlining the gun-handling from this perspective I took a cue from weapon-designs from famous games and mods. They are easily accessable for other team-members to relate to and one doesn’t have to spend too much time explaining the unique points one is refering to.

For the rest: http://devblogs.digitalsoftware.se/avsb/2007/03/weapon-design-that-rewards-practise.php

The above is ours, or predominantly mine since I’m the Lead Designer, version of how handguns should be handled in games to reward practise and experience - what is your opinion? How would you design the weapon-handling to appeal both to beginners and the hardcore longtimers?

Seeing as we know how SD did in RTCW:ET we can guess how it will be handled in ET:QW. On the other hand we have a lot of players here that come from the BF2-arena. Is there anything you would like to change or is everything perfect as it is?


(senator) #2

I would prefer my gun to be held with the barrel pointing away from me :look:


(Zarkow) #3

Haha, yeah, that is a great start. :smiley: