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>> No.4774849 [View]
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4774849

>>4774782
Some of that just gave me an excellent idea for tracking ammunition, so that you dont end up picking up a box of ammo if you're only a couple shy of a full box... its a little ambitious but here goes...

Basically reduce ammunition capacity by a certain amount, this is just what the player has available offhand at any given moment.
(Max Bullets = 100, Shells = 30, Rockets = 10, Cells = 100)

At this rate it doesnt matter if it wont be displayed on the status bar since the real bulk of your ammunition will be in inventory items that you can track separately.

Treat each Box item of ammo as an inventory item which you can only carry a limited number of. For example Bullet Boxes = 2 since you can already carry 100 bullets. When you go to pick up box ammo then you wont be cut short because the box ammo slot will be full even if you dont technically have the maximum ammo you could carry.

Whenever you OutOfAmmo on a weapon check, it can automatically cycle one of the Box ammo items into regular ammo, allowing you to keep firing.
> you'll still get screwed on ammo when it comes to small ammo pickups

Also im not entirely sure how to apply the backpack, im guessing that the backpack would give you additional items, which each have their own Maximum Ammo capacity attached to them to increase your capabilities (like the way health bonuses inherit from health but have a maximum of 200 instead of 100)

Then again the backpack replacement could also increase normal ammo capacities to make up for the normal lack of ammo maximum, while leaving the box items the same as a reserve.
(backpack max bullets = 300, backpack max shells = 70, backpack max rockets = 60, backpack max cells = 400)


The other soluition I cooked up awhile back was to take each box item and divvy it up into the smallest ammo pickups available for the ammo type and have it spawn all of those in the same spot. So a box of bullets is actually 10 pickups that look like a bullet box, but only give 5 ammo

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