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#11 |
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Moxxi's 4th Husband
Join Date: Jun 2008
Location: Enid, OK
Posts: 506
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LOL. rgr that. I'm fairly certain thats about how it works. Everything i've read, from all the people that interviewed GBX, collaborate that line.
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FUN FACT!! It would take you over 193,000 characters with max backpack and bank to contain one of each gun in Borderlands.
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GBX
![]() Join Date: Jul 2002
Location: in a big house
Posts: 401
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Procedural generation of weapons = Pain in the posterior.
It's becomes clear after very little time that it is vitally important the weapons are, for the most part, recognizable as a type of weapon and react as you would expect that weapon to react. Also important that ammo management is not procedural, but predictable. Each weapon needs to feel good as well. The more out there you get with the weapon variety, the harder it is to ensure the weapons feel good. And you also have the question of how much variety is in simple nuance. You will find if you play FPS games that every single game has a shotgun with different characteristics. Different rate of fire, different damage, different spread or kick... We want to make sure that the player can find the shotgun/pistol/whatever that suits that player. We can't have every gun you pick up do something so wild you can never find the right shotgun. But, as I said, you gotta pick up guns that surprise you. So here's how the rules go: 1. WYSIWYG. If it looks like a shotgun, it's probably a shotgun. If it looks accurate, it's probably accurate. If it looks powerful, it's probably powerful. Consistency and predictability are good things. 2. Different situations call for different weapons. 3. New weapons present new combat options. 4. When the weapons get wild, we let them get wild, but we expect them to provide something interesting to the game play in the process. Within that simple framework of rules, we continue to work on, iterate and create with our system. There are still a lot of questions to answer and still more weapons to create. It's all a big tricky balancing act. Yes, we've been quiet, but please have some patience. We're about to come out of our hole a little bit. We've been heads down working hard for several months now, with many months left to go; but as time goes by it becomes our path becomes more clear as our game becomes clearer to us. Building a new franchise is as much exploration as it is invention. - Matthew - Director: Borderlands |
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#13 | |
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Moxxi's 4th Husband
Join Date: Jun 2008
Location: Enid, OK
Posts: 506
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Quote:
hope to see some of the fruits of your labors soon.
__________________
FUN FACT!! It would take you over 193,000 characters with max backpack and bank to contain one of each gun in Borderlands.
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#14 | |
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Executive Furry
Join Date: Jul 2008
Posts: 74
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Quote:
Double WOOT |
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#15 |
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Member
Join Date: Jun 2007
Posts: 1,561
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Keep up the good work. Can you make an atomic pistol that like blows up a whole building in one shot and makes the firer immune from getting radiation sickness. LOL. Just kidding. Ask Sh0dan for weapons creation he's really good at it. Anyways good luck, this is going to be awesome.
Last edited by Raider65; August 20th, 2008 at 06:27 PM. |
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#16 |
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Member
Join Date: Jun 2007
Posts: 1,561
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Check out the B movie "Vampire Wars Battle for the universe" in it they have a guided rocket firing lever action rifle. It might give you ideas.
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#17 |
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Member
Join Date: Jun 2007
Posts: 1,561
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Another question: Are you going the make any combo guns? Like M16/M203 or OICW or stick with just single function guns? Or maybe Sniper rifle with grenade launcher or Sniper rifle with masterkey shotgun or ......?
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#18 |
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Member
Join Date: Jun 2007
Posts: 1,561
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Actions:
BOLT: Lift and pull or Straight pull (rifle, shotgun, pistol) LEVER: (rifle, shotgun, pistol) RECOIL/BLOWBACK - Normal, Roller lock, Delayed: (rifle, shotgun, SMG, pistol) GAS Op IMPINGEMENT or ROD-Top or Bottom of barrel: (rifle, SMG, pistol) BRAKE OPEN: Single barrel, Side by side, Over/under: (rifle, shotgun, pistol, GL) PUMP: (rifle, shotgun, pistol, GL) REVOLVING CYLINDER: (rifle, shotgun, pistol, GL) ROLLING BLOCK: (rifle, pistol) ELECTRIC: Wormgear or Multigear: (rifle, shotgun, pistol, GL) BREECH LOADER: (rifle, shotgun, pistol, GL) MUZZLE LOADER: (rifle, shotgun, pistol) You could also add carbine/assault to almost all types but that deals with barrel length so I figured that would be done by a barrels class where you can have barrel length = range of weapon + distancial accuracy. These could be just the reciever parts of the gun. This list is by no means complete, this is just what I could think of off the top of my head. Some guy just invented a pump revolving cylinder shotgun. Are they going to have a system like Stalker were guns wear out and maybe have to or can be fixed? Last edited by Raider65; August 25th, 2008 at 11:32 AM. |
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#19 |
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Member
Join Date: Jun 2007
Posts: 1,561
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In the videos they showed an auto loading shotgun with a detachable magazine. Is it possible to get a double barrel pump shotgun like the shotgun in R:FoM. Or even mutli barreled weapons? Just wondering.
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#20 |
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Executive Furry
Join Date: Jul 2008
Posts: 74
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They don't create the weapons themselves. They have a program that builds them from a large table of bits and pieces based on a series of rules. All they can do is modify those rules and the table contents.
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