You assume the role of team leader in the tactical response team of a major city police force. Your work is to plan and carry out tactical entry in barricade and hostage situations with least possible loss of life the desired outcome.
My first dev log. Woo! Hopefully I will do more of these now that I've started.
I show and talk a little about the marksman.
It's nice to see all the gameplay elements you showed us before all mixed together at last. That looks promising. I wish you could give orders to the marksman as shown here in SWAT 4.
I really want the marksman to be able to provide a solution (as it's so deftly called on tv and film) to otherwise difficult problems. I should be able to tailor the campaign missions to make that work. As for the sandbox it will of course be available there as well.
Looks really cool man I cant wait to use the marksman in the new sandbox when you release it really excited :D.
Looks so awesome. Love the reloading of the sniper^^ Also cool that you can give the marksman orders while playing as the entry team. Looking forward to playing it :)
Will the marksman be able to shoot through (thin) walls, with the right ammo?
Yep that's already possible. FMJs manage to penetrate the walls but the results are unpredictable as they break apart. The explosive rounds also penetrate and throw their fragments on the far side.
Those brick walls like in the video? I was wondering the same thing. Also can you shoot through holes you've created in the glass? Lol I only ask this many questions when im excited
Yes like the ones in the video. Broadly speaking it's true for all walls - it depends on the density of the material and how thick they are (and the bullet of course).
Shooting through a pre-existing hole doesn't affect the bullet. I'm actually thinking about adding multiple marksmen for this purpose: I've read that IRL they will have two marksmen fire almost simultaneously in order to get a certain hit. The first one breaks the glass and the second one goes unimpeded.
Awesome gun operation!
Will there be back walls at different depths? like a narrow corridor? That way you can see a splatter of a different size and density depending on how far the target is from the wall. Or would that not work in the 2d engine
No that's possible and something I should totally do. Good thing you mentioned it. I'll make sure to add a portion like that for the next demo.
next demo hype
I like the mouse Gestures a lot good job man :)
Thanks, it feels like a natural motion and it adds some skill to it :)