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>> No.4664965 [View]
File: 176 KB, 800x600, Screenshot_Doom_20180310_232026.png [View same] [iqdb] [saucenao] [google]
4664965

>>4664010
Still working on that, I've just been distracted by some games.

One thing I've been wanting to do is to improve the reloading of the shotgun.
As it is now, you insert one shell at a time, then pump it when you're done, reloading can also be interrupted, where the gun is brought down, for a centered and faster pump animation, like when shooting.
What I want to do is to make you reload 2 shells at a time, Doom 3 style, to make the loading much faster, but also make it so you only play the pump animation when the magazine is empty and you insert the first shell, making it faster still and more realistic.

The issue is that all those statejumps and calculations makes my fucking head spin, so the idea I had was that, instead of doing it the smart way, I could try doing it the completely fucking stupid way, by duplicating the entire reloading cycle seven times and alter it depending on what animation and even is going to happen. So say you have X number of shells, the reload jumps to the Y reload animation, then the Z finisher, it'll determine if 2 or 1 shells are being put in, and if there is going to be a pump animation or not.

This is clumsy as fuck and an experienced Decorate coder would look at this and scratch their head, but it should be foolproof if done correctly.

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