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Dynamic and realtime loading of weapons

Started by November 04, 2004 11:50 PM
2 comments, last by Mr_Ridd 20 years, 2 months ago
Hey This is the current design for a game I'm writing. I have already got it programmed and working. I just want to see other views on the concept. The game is a FPS which allows an unlimited amount of weapons to be added to it. All weapons are parsed in a text file (for now), and then added to a shop. You can then buy weapons and research weapons. This allows me, or the world creator, to not have to hard code weapons, as well as add more weapons. This also allows for different weapons on different arenas. The same concept applies for ammunition and armour.
The ability to succeed is the ability to adapt
It's a cool idea, certainly adding some variety elements to FPS games which I (personally) find rather repetetive and unstimulating. It sounds like you're using a crafting method to approach the weapons, like from an RPG, where you can develop your own weapon. But this is handled in those games by skill levels and materials and such. Do your characters get skills in this game?

Another question is how do you generate them graphically in a random way? Ultimately you'll need to have a bank of weapon images or models (a large bank) and then assign an appropriate one upon weapon creation. If this is the case, it seems you're not many steps away from simply hard coding the weapons in anyways...

I'm not knocking the idea, it sounds good, just wanting some clarity on it.

As ever,
**Cosmic**

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This is a similar concept to allowing scripts to define weapons. UnrealScript can do this, for example. You might want use a scripting language to do this. It would allow more flexibility.
Well basically, you can look at it as hard coding but not really.

The weapon systems will be built-based, but each individual build will be a seperate weapon file. The reason I'm doing it this way is so that I can change weapons, ammunition etc. without having to modify any code.

I don't really want to use any scripting libraries because I am trying to keep it as simple as possible. This is my so called first game after all.
The ability to succeed is the ability to adapt

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