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Report article RSS Feed Making the weapons have a 'feel'

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 Charlie_Calstah on Jul 12th, 2013

Hello

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:

WEBF News

WEBF News

WEBF News

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
Have a-look:

<Original>

Animation

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.

Final notes & LAWS

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! - A while ago 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

-EDIT-
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

Post comment Comments
Aziki
Aziki Jul 12 2013, 2:15pm says:

Everything seems impressive, but one thing noone seems to realize is that the reticule on red dot and holographic sights are not visible unless you are looking directly through it. Also if the reticule was just painted on the glass, you couldnt aim well with it

+5 votes     reply to comment
Guest
Guest Jul 12 2013, 2:56pm replied:

YES YES YES Finally somebody gets that.

+3 votes     reply to comment
Charlie_Calstah
Charlie_Calstah Jul 12 2013, 3:32pm replied:

Wow, I completely agree! Thanks for the comment. The full version will be released in some time. Would you like me to send you a message when this is finished?

+2 votes     reply to comment
Aziki
Aziki Jul 16 2013, 2:25am replied:

Sorry I didn't respond sooner but thank you for the message bringing me back here

+2 votes     reply to comment
SPY-maps
SPY-maps Jul 12 2013, 7:54pm says:

wow, i see this mod for the first time but i like what i see very much. even so much that i will track your mod. You say the full version will be released in some time, do you mean that the release is close then? and also, a full release, have you already released a demo or beta then?

i love the weapons, particles, skins, and everything else. i have watched all movies and screens and i do miss footage of levels, i assume you first have spent your time on everything else and will make the levels when you are done with the rest.

i am a HUGE fan of destroyable buildings etc. but, such large buildings will give very low fps on low end computers. personally i have a high end pc, but i know that a lot of hl2 gamers still play on low end pc's. so maybe that could cause troubles. still,

LOVE IT!!!
a fellow mapper/modder,

leon

+3 votes     reply to comment
Charlie_Calstah
Charlie_Calstah Jul 12 2013, 8:45pm replied:

Thank you very much, I will now address all points you stated in your post:

1. Low FPS for the FDMM - Yes, we do understand that a rather large chunk of the Source Engine community are not exactly 'prepared', but we have (Video will be released on the 25th) worked for about 12 months on a what we have liked to call 'set processor', this is basically where the game pre-renders the Physics & collisions(!), which allows the Engine to add more 'Sleep Variables' - this means that if you have ten Fully Destructible buildings in a row; and you destroy one, the other buildings will anticipate this and set the other buildings to 'Sleep' mode, again, meaning that the Physics and Bones will react when their ready. We have tested this on three computers, a Dell XPS 8500 (Very high end), a Dell Latitude D360/B (Middle class) and a Zoostorm bulkcast (Manufactured in 2002) - the results cause extreme celebration, the destruction only lowered the FPS to '>27.926267915457199', and that was on a 2001-made computer.

2. Footage of environments - We are doing thee old` 'GTA series tactic', which is holding back on all footage of playable environment, and just showing mechanics or small teasers. You can hope to see some in-game footage (Video & Image) in-around 2014.

3. Betas and release - No, we have not released any part of the game; Beta, Alpha or full. Short answer for a short question - you can >expect< a release in 2015 - 2016.

Thanks very much, if you have any more inquires; please contact me or another ML rep. Bye!

~Callum Sharp, 013 (WEBF)

+2 votes     reply to comment
SPY-maps
SPY-maps Jul 15 2013, 12:38pm says:

wow, a probable release date in 2015 or 2016. That takes a long time. with that in mind i fully agree that you shouldn't show to much yet, simply because otherwise people will get already used to it. And by the time it is released it isn't very impressive anymore. (same happend with Crysis, the developers did show so much throughout development time that no one was impressed anymore when i got released, at least that is what one of the Crytek brothers hinself said.)

and from what i understand from game pre-renders the Physics & collisions, that is simply awesome!! we all love to break stuff, and the more we can destroy in a game, the more fun we have, at least i do!
but with source it was always a big risk to implement large destructible stuff in a large open level because before you knew it the fps dropped like crazy. so it is really awesome to hear that you did find a way around this, simply amazing!

leon

+2 votes     reply to comment
Charlie_Calstah
Charlie_Calstah Jul 15 2013, 3:55pm replied:

Ah, thank you very much(!)

And yes, the E release date is not exactly 'close', but creation does, in all fairness, take a-long time.
Another reason that we prefer not to release any other content than mechanics or development footage, is because the general audience is not right, give us enough time to get fans, subscribers and a few more views and me and the PL will consider the releasement of in-set videos or images. Thanks for the kind, long comments. Bye now!

~Callum Sharp, ML 013 (WEBF)

+2 votes     reply to comment
Woozle
Woozle Jul 24 2013, 7:08am says:

If I remember correctly, Mercenaries Playground of destruction had about 30 weapons. I am one of those people that says "The More guns the better", but I agree that sometimes it can just be too much.

+2 votes     reply to comment
Charlie_Calstah
Charlie_Calstah Jul 24 2013, 7:14am replied:

Okay. The differences between quantity > quality would be that a factor quality IS quantity, to dumb it-down; you wouldn't buy a car without seats.

+1 vote     reply to comment
Woozle
Woozle Jul 24 2013, 11:33am replied:

If the car was really cheap, and I could buy seats somewhere else, nah I'm just kidding.

+2 votes     reply to comment
Charlie_Calstah
Charlie_Calstah Jul 24 2013, 11:42am replied:

Not true. If someone said; 'You can have this Astona V12, with no seats, or this Ford 2004, with seats' - I think it's obvious.

+1 vote     reply to comment
Woozle
Woozle Jul 24 2013, 7:29pm replied:

V12 Aston with no seats? Yeah I would take that over a ford 2004 with seats.

+2 votes     reply to comment
Charlie_Calstah
Charlie_Calstah Jul 24 2013, 9:03pm replied:

Well, I think we've come to an agreement(!)
Replygif.net

+1 vote     reply to comment
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