Weapon Upgrades
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Last week we began discussing having various weapons in our game, so we decided to have them as a sort of “Temporary” upgrade. Currently the player starts with just a pistol. It has a medium fire rate, basic 1 shot pattern and the projectiles move at a somewhat normal pace. On top of this, since it is the starter weapon, it has infinite ammo as well. Marcus mentioned something that was already on my mind, which was that we should have weapons that have unique patterns that offer new gameplay aspects. After some discussion with the team, we decided to have a simple test weapon to see how the concept would handle, so I decided to do a shotgun. The weapon handles just like one would expect: It fires several bullets in a somewhat wide cone spread, slow rate of fire and unlike the pistol, it has limited ammo. Currently, the shotgun is a derivative of the pistol, which acts like the overall prefab for all current and future guns. The weapon is setup to have a current ammo count, overridable firing function and fire rate setting. Whenever I pick up a weapon, it runs through all the player children to see if there is an already existing weapon. If there is, it will remove it, then position itself over the player and apply to become a child of the player.
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