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Okay, someone talk me down from this idea

Discussion in 'Game Design' started by Not_Sure, Oct 2, 2020.

?

Quick opinion

  1. LOL, you’ve lost it.

    7 vote(s)
    46.7%
  2. LMAO, you’ve lost it

    4 vote(s)
    26.7%
  3. Actually...

    4 vote(s)
    26.7%
  1. angrypenguin

    angrypenguin

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    A quick look at the real world shows that there's potential for far more than 100 meaningfully different weapons.

    Note that "weapon" does not have to mean "realistic modern military firearm".

    Don't discount the value of appropriately designed stat tweaks. If they tie into your game in a meaningful way then they can absolutely have a strong impact on player choice, actions, success and so on.

    For instance, you could have two different assault rifles which are basically the same aside from cosmetics and the type of damage they deal. If your game is designed so that different damage types matter then changing that one variable could make playing with those two guns significantly different.

    In other words, you can't look at this one thing in isolation.
     
    Martin_H and EternalAmbiguity like this.
  2. MDADigital

    MDADigital

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    If you have two weapons with only stat tweak is damage no one will choose the weaker one. You need to carefully balance the different weapons. Our game is based on the real world so it's a bit easier for us, for example the G3 has slow rate of fire like its real world counter part, it has alot more recoil than its 556 little brothers and it also has no attachment rails.
     
  3. lenneth4

    lenneth4

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    Jun 20, 2013
    Posts:
    34
    Quick question
    You hire proferssional soldiers to tell you the weapons caracteristics and help to your game or you go on websites and do it on your own ? (watch movies, watch youtube videos, or else )
     
  4. MDADigital

    MDADigital

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    Im a shooter myself so have basic knowledge about most firearms. Exotic ones I can use vickers tactical channel he has good slowmo footage were you can see the action in action (no pun intended).

    When it comes to ballistics there is alot of data available online.
     
    lenneth4 likes this.
  5. lenneth4

    lenneth4

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    Thanks for the infos !
    nice youtube channel, guy explains well some stuff there (not just guns but overall logic around them )
     
    MDADigital likes this.
  6. angrypenguin

    angrypenguin

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    Sure, but what half-decent game designer would put themselves in a position where that's all they can tweak?

    Most decent designers will give themselves multiple dimensions in which to make things different. Damage per hit and rate of fire are both aspects of "how much can I damage stuff", to the point that many games combine them into a "DPS" (Damage Per Second) stat. Other dimensions could include all sorts of stuff, from common things (knockback, interrupt, area of effect, status effects) to game specific things (Sand Demons resurrect unless killed with a weapon that consumes Sand).

    And as mentioned, you can't look at those things without considering the context of the rest of the game. For instance, knockback could be super helpful or it could be a liability, and could change from one to another based on where you are or what you're fighting.

    So even something as simple as "shotgun with knockback" and "shotgun without knockback" could indeed be a meaningful choice.
     
  7. MDADigital

    MDADigital

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    I just reflect over what you said which was


     
  8. angrypenguin

    angrypenguin

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    Sure. What about it?
     
  9. EternalAmbiguity

    EternalAmbiguity

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    MDA, keep in mind he said type of damage, and keep in mind that we're not talking about strictly "realistic" scenarios. Mass Effect had multiple types of bullets you could apply to weapons: bullets which did poison damage, which were stronger against armor or barriers, bullets with more kinetic force so they knocked enemies back, bullets that exploded.

    There's more to it than DPS.
     
    angrypenguin likes this.
  10. Billy4184

    Billy4184

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    Jul 7, 2014
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    I only have 1 thing to say.

    Any game idea that features '100' multiple times as the main selling point is probably not going to sell more than 100 copies.
     
  11. Antypodish

    Antypodish

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    10,754
    On joke side ...
    Yeah 300 Spartans game sounds better and sells better, than 3x100 Spartans :D
     
  12. koirat

    koirat

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    It will sell exactly 0 since it is not going to be finished.
     
  13. Not_Sure

    Not_Sure

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    I’ll just release it early access, then never finish it.
     
  14. koirat

    koirat

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    Better release it pre-order than never finish it.
    Just don't forget to show nice looking trailer made in modeling software.
     
    Not_Sure likes this.