This is a group for all people who love or grew up with these 5th gen games. the 5th gen is also known as the 32-64 bit era and is the time of the atari jaguar (which was te first in the era and was 64 bit), the 32 bit psx, the 3d0, sega 32x, sega saturn, n64 etc.
In this article we'll be covering the difficult task of making weapons in First-Person-Shooters feel interesting, and nice to use.
Posted by Callum_Sharp279 on Jul 12th, 2013
Today we'll be opening-up our ideas and thoughts when it comes to making weapons in fighting/ action games. To begin, look at the following images:
Now there is not anything 'wrong' with these weapons or models, but you can see how they really are just run-of-the-mill models. Probably no real feeling in-game or whilst use. But we can change that with a few, heavy adjustments. For example, having some form of movement to the weapon will help a great-deal for realism, shown here:
As you can see, this stiff GIF shows that the weapon has dynamic view poses, dynamic view poses are, for the purpose of explaining, like if you were to sit on a train's seats, you pick-up a newspaper and read it, you may travel a-lot, so you do this quite often, but scientifically speaking; you will never sit in the same position with the same pose, ever again. This is what's happen (Yes, it is quite a frank way of looking at it) in-game, the Engine will randomly generate a new view pose for the weapon, based on screen resolution and possibly environment(?)
Another way to make weapons feel more realistic in the eyes of players, is to have model-foliage, for example, dirt on lenses - scopes, or maybe even blood near the handle (We suggest this is uses to a small-point, as seeing it too often will break the chain of feeling) - anything that is small usually adds a-ton of detail and feeling to your model, weapon and visual.
Here, look at the first image, now back to this text, now back to the weapon, and back to this, - unfortunately your weapon is not as good as that, but it could be;
If you stopped using common tactics, like reticles. Use small Green or Gold points instead if 'Red'
Now, remember that you can also increases your weapons feel and use by adding technical points, like codes or market numbers on the Mag, or some-kind of chamber feature how-to sticker.
We have added some dirt, grazes and lighting to our model
Animation plays a large role in your weapon's feel, and to quote ML Reps; 'The feel of your game will not only make it or break it, it will, in general, make you look like a foo', foo'!'
So always get the best from your animators, time goes into making art, and video games are the most intense art, think about it [...]
Tip #1. Always make sure when you're designing a game with the main character not ever firing a weapon before, that he/ she does not look and act like a SAS class geezer when reloading and firing.
Tip #2. If you do not have model artists or animators, and rely on user submitted content, just go for little touches to the animation, changing POV settings or physics work/ rigs or models always act as another way to animate(!)
Tip #3. Think. 'Why would my character do this, when he could do this instead!!!!!1' -Simple, fix it. If you Feel that a weapon in your game doesn't work, or FEEL right; - then change it to the point of re-existence, edit the way you want.
Never, never, ever, NEVAR
Make a game with thee intent of it being popular, we'll cover that in a few weeks. - Now, back on-track time:
Now from the PL and ML of Maker's Lair;
Now, you must remember that whilst you are making weapons, them 'standing-out' or 'breaking the mold' is not something to be proud of. For example, having multiple texture variations for a weapon will only cause you trouble in the future, as having your visual make-up all the colours of the rainbow, even if you are doing this for thee benefit of making a realistic and believable environment and game, it's still not allowed. Games are to escape realty;
making the collection of a hundred and five SCARS Ms will not help to bring the sense of an arsenal, rather a near-by Chinese sweatshop(!)
Another point to make, is that the amount of Copy-Past weapons (Games) out-there is astonishing! - When I was a child (Yes, I know, '14') games were full of weapons, about 30 - 60. JUST ENOUGH. Take the COD franchise, for example, they have multiple Lock-on rocket launchers, two of which have thee exact same stats(!) Mercenaries: Playground Of Destruction had about 100 weapons, including RPGs, equipment and others, this was looked-up upon in the days of 2005 - 2008, then the world of gaming became FPS happy and released 'games' with an amount of weapons so high, it would Ruin the taste.
My final point is to the model artist and texture artists out-there;
Remember, your job is an art form, one of the best that has ever existed. If you find yourself making the same MLG 4228 again and again, 'but this time with a bigger mag' then tell your PL or boss, art should not have a team of skilled people throwing their skill onto one thing, dole-out, expand - And remember; If you find your job easy, then it's not a job, let-alone Art
We would like to point-out that we have had suggestions about the reticles, informing us that we should explain to people that most reticles require the arm-holder be looking at the reticle through the correct perspective for the reticle to show. - Remember this, detail is not small, not even the small detail