About This GameBoring Man - Online Tactical Stickman Combat is the greatest 2D shooter you've never heard of. From a selection of 70 weapons, battle and destroy your enemies using a variety of guns, parkour abilities, dynamite, swords, and so much more.Boring Man features a wide selection of game modes, and a even more vast collection of mutators that turns your vanilla game mode into a chaotic madhouse.
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My new F2P game Tunnel Divers has been released today!:
"Whats going on?!". Dev Log 2/15/19: Dual-wielding:
Happy Friday! Today I'd like to share the finer details of how dual-wielding in the rewrite works. Dual-wielding is something I've wanted in B-Man in a very long time but couldn't write a system well enough to implement. This time I have, and it's in full swing. Dual-wielding allows the player to carry and use a one-handed gun in each hand. The design is based on Halo 2, a game a lot of people (or at least old people like me) think of when you think of dual-wielding in video games. There are some up sides and down sides to dual-wielding, and I can happily break it down for you. So! When you want to dual-wield, the most obvious way to get started would be from the loadout menu. Select two dual-wieldable weapons, and then click the checkbox to indicate you'd like to spawn dual-wielding them. The checkbox will not appear if the two weapons you select aren't compatible for dual-wielding. You will also be able to indicate dual-wielding when creating saved loadouts. You can pick up a weapon to dual-wield out on the field as well. Simply walk over the weapon you want to pick up normally, but instead of tapping E to pick up the weapon (or whatever key binding you have), you hold E for a short while instead and you'll pick the weapon up off the ground and into your "off hand" slot. When dropping weapons, you will always drop your off hand weapon first. When I say your "off hand slot", I am referring to the weapon your character considers your less dominant weapon, which is the one you would pick up off the ground. The secondary weapon slot on the loadout menu will also always be considered your off hand when enabled for dual-wielding. You are able to tell if the weapon you are holding and the weapon on the ground are compatible for dual-wielding when you get the dual-wield text prompt while standing over the weapon as seen here: So, you're packing a cannon in each hand, this is great, but whats the downside? When you are dual-wielding, both weapons will take an accuracy penalty. In the GIF below, I am dual-wielding two Sawn-Off shotguns. I am using the Infinite Ammo mutator to help demonstrate. Notice how this penalty effects where your character shoots the weapon, but not the cone spread of the shotgun. This is to simulate how the character is having a hard time pointing the shotguns perfectly since he is holding two of them, and not necessarily an accuracy problem with the gun itself. This penalty is the same across all weapons. Both weapons will also take a 50% reload speed penalty. The reload speed for the Sawn Off while dual wielding and not is compared in the GIF below. While the spin reload animation is cool looking (and keeps it easy for me on reload animations), it's much slower then if you had both hands readily available. Carrying an off hand weapon isn't very convenient either. When you change weapons or throw a grenade, you will drop your off hand weapon to do so. See below. Originally rolling, climbing ladders and even double jumps would force you to drop the off hand weapon, but I figured that was all too much so it's just throwing grenades and changing weapons. I can always remove penalties or introduce new ones, but we won't know how overpowered or underpowered dual-wielding will be until we test. Right now before releasing the beta, all of this is just throwing a handful of spaghetti straight at the wall. "Ahh ammo management is gonna be a nightmare!" You might say as a potential dual-wielding user. But it's a lot more flexible then you think. For example, when you dual-wield two of the same weapon, the ammo pool will stack and each weapon hand will use each others ammo. In the GIF below, I pick up the second Sawn-Off to dual wield it with another. The current ammo pool for each shotgun combines, and the player is able to seamlessly use both ammo pools while dual-wielding, making ammo management a non-issue. Additionally, when you drop your off hand weapon, it will automatically give your main hand weapon as much ammo as it can, so you don't need to worry about losing ammo when you want to get rid of your off hand or do it by accident. Again, these ammo management comforts only work when dual-wielding two of the same weapon, obviously combining the Revolver ammo pool with the Sawn-off wouldn't make much sense. As development goes along, I will always listen to feedback and look for what makes dual-wielding frustrating or under powered due to inconvenience. I would like to see dual-wielding to be used in load outs, but also as an improvisational thing during combat. And of course, you can turn off dual-wielding on your server via a mutator. There is also an extra mutator setting for it that will let you dual-wield more weapons, but not all of them. Anyone order a quadbarrel? "BUT SPASMAN... I AM DIE HARD DUAL PISTOLS/SMGS FAN! WHAT WILL HAPPEN TO MY PRECIOUS IMPRACTICAL WEAPONS?" For a while I was concerned the best thing to do was to remove them from the game.. But it turns out I don't have to. While I had to refactor a lot of code, I managed to find a way to fix this awkward situation, and I would like to re-introduce these two weapons today. First, the dual weapons have been renamed to "Compact Pistol" and "Compact Uzi" but they still have the same sounds and similar design. To make them good weapons in a dual-wielding Boring Man universe, these weapons have the special ability to be stored like a secondary weapon. You can also throw grenades with them without dropping your off hand. Demonstrated below. Please note though, they will still suffer from the reload and accuracy penalties. Compact weapons are also organic, individual weapons. They can be used by themselves, and their benefits can be used by any other dual-wieldable weapons, so if you're dual-wielding a Revolver and a Compact Pistol, you can still put both of them away without dropping the off hand weapon. It doesn't matter what hand the compact weapon is equipped with, it will still let you put them away. That's great! But in the original game, you always spawned with two pistols or two SMGs, not one. And to make these weapons individual weapons, I had to cut some of their stats in half. To circumvent this nerf, an additional bonus to compact weapons is another unique ability which will allow you to spawn with 2 of them when they are a part of your loadout. This will allow you to equip 2 compact weapon and an additional weapons of your choice, just like in the original game. By default, you will always spawn with two Compact Pistols/Uzis, but if you enable dual-wielding on your loadout, it will switch back to just providing 1 compact weapon so it can be paired with another weapon of your choice. So, with all that flexibility introduced, the dual weapons have been rescued from the cutting room floor. I'm pretty proud of this system, I think its simple and easy to understand at face value, but I still wanted to go into detail with it. That's all I have for today, thanks for reading. If you want to follow development, follow me on Twitter here. I also make bad tweets. Edit: In the future, I would also like to make holding down Q (Change Weapon) to make you equip your holstered weapon as a dual-wield weapon.. My new F2P game TUNNEL DIVERS is now out in Early Access: You can check it out here: http://store.steampowered.com/app/569720/TUNNEL_DIVERS/ Thanks for your support!. TUNNEL DIVERS Steam page is now up (Game not out yet): You can check it out here: http://steamcommunity.com/app/569720/ If you want to play before early access, you can sign up for the beta which I will be sending Steam codes out for. Sign up here: https://docs.google.com/forms/d/e/1FAIpQLSf40FMsHfyjF2nXj3Lm7SkYuzFnnD0fZlGZ-_CU_RK41McGbQ/viewform?usp=sf_link If you signed up a few weeks ago already, you don't need to sign up again. This will be the final non-Boring Man post I will make. Any further announcements for TD will be on the Steam page. Thanks for your patience.. FOR DLC OWNERS: Boring Man v2.0.0 beta2 is now available: Please make sure your game is updated as you may crash or not be able to connect if you're still on beta1 - Added a secondary forwarding server that will automatically kick in if you can't connect to spasmangames.com but still have an internet connection -- Using this server is laggy and will mess with holepunching probably, I encourage finding a solution to your connection problem - Fixed heads sometimes appearing upside down - Fixed flags in CTF appearing invisible to client players - Increased the movement speed on most projectiles - Decreased the range on all shotguns to match the movement speed increase (this is not a nerf) - Fixed finding the Old Shotgun too easily. Hope you got one! Please keep the feedback coming. Sorry if I'm grumpy, I don't like being the center of attention.
"Whats going on?!"
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