u/ChaoticWorks

Image 1 — I spent 2 weeks building an experimental weather weapon for our game
Image 2 — I spent 2 weeks building an experimental weather weapon for our game
Image 3 — I spent 2 weeks building an experimental weather weapon for our game
Image 4 — I spent 2 weeks building an experimental weather weapon for our game

I spent 2 weeks building an experimental weather weapon for our game

I’ve been working on this weapon called the 'Windlaser'. It's an experimental weather weapon designed to disrupt, displace, and destabilise everything in its path.

From concept to final model, it took me around two weeks and it’s just one of many weather weapons coming to Project S (our game). The intention was to create something that appears semi-autonomous, closer to a machine with attitude than a static object. It looks difficult to control, and that perception aligns with how it performs. 

At full charge, the force is enough to launch targets over significant distances.

I made a blog about it if you want to read more https://www.chaoticworks.co.uk/blog/building-the-windlaser

u/ChaoticWorks — 8 days ago
▲ 2 r/FPS

When it comes to gunplay in games, where do you stand with the level of realism?

I've thought about this for quite a while, and I think generally in games I like having weapons that feel 'weighty', but also at the same time don't forget that they are a part of a fun gaming experience.

Games like Call of Duty can offer a fun 'arcade' style experience with this (especially with assault rifles and SMGs, pistols etc), but can lose that risk / reward factor at times (same reload animations for each weapon, no altered reloads for different player states, for example).

With gun jamming / degradation over time (for more slightly realistic experiences), what are your thoughts? Do you prefer reload animations to stay the same regardless of how worn out a weapon is, or do you think its really cool when the reloads / behaviour changes based on weapon condition?

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u/ChaoticWorks — 25 days ago