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>> No.4463710 [View]
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4463710

>>4463695
Like, ICD originally has too many pistols, there's the 1911, the silenced 1911, the twin 1911s, the Beretta, and then the Revolver, the last two are really superfluous, and the silenced pistol shouldn't have been a separate weapon, the Revolver doesn't do any substantial amount of damage to justify it's use, and the Beretta is not only rare to find, but pointless if you have the Uzi, which does everything it does better.

In my tinkering in years before, I was a lot worse at this, too many different pistols, too many different shotguns and subguns, etc. Stylistic clash (angled vs. centered, etc) was really bad too.
They weren't identical, but often close enough that they needlessly filled the same roles, often with their own ammo pools.
I'd put polish into them, make sure they felt cool, but that didn't matter, because they'd ultimately weigh you down as a player.
Potentially this could have been solved with a system where you only carried one of every type and you'd drop and swap weapons, but that I feel doesn't fit Doom, not the way I was going at it (also I wasn't smart enough to code something like that).

The absolute worst example of arsenal bloat I think you can see in NeoDoom, there's just way more weapons in that than what's practical (I think maybe 30+ different weapons and then a bunch of usable items). I suppose there's also that Aeons Of Death thing, or whatever it was called, where it takes near every fucking weapon and monster from all the big 90's FPS games and throws it into a horrible clashing blend that's a crime against aesthetics.

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