4/12/2023 0 Comments Auto shottyWith a shotgun, it's all about that one shot. The blam, blam, blam of a pistol, the ratatatat of an SMG, the heavy thugthugthugthug of an LMG. Most game weapons are about a constant stream of sound. And those two weapons have something in common: both are about a single moment of release, followed by a peerless sound saying fire again, baby. No game gun sounds more pleasing to the ear than a shotgun except for, maybe, a bolt-action rifle. Leon pumps out the spent shell before recentering his aim. The muzzle jerks sharply upward when you fire, and a single blast can send a whole crowd flying backwards. The camera zooms up to his shoulder, and it feels like you're aiming the shotgun with the whole of his body. You hold a button down to aim and Leon plants his feet. Part of that comes from RE4's once-novel over-the-shoulder weapon aiming. It's much simpler than Killing Floor 2's weapons, but blasting zombies with it feels a bit like smiting them with the fist of God. Take Resident Evil 4's starting shotgun, a standard pump action. They're ahead of the curve in animations, but the fact that Doom's shotgun still feels good with only five frames of reload animation shows how much the damage, muzzle flare, sound effects, and other elements of a shotgun can make it feel satisfying without much real detail. You can see even more detail in KF2's shotguns firing and reloading here. This is a detail you barely notice in realtime but can feel the difference."Īnd when Killing Floor 2 slows down into Zed time, you can really see that animation at work. We animate the shots at high framerate so that we can animate the violent force when you fire a shotgun. This is an area we've put a lot of time and research in. "Last but not least are the shoot animations. Shotguns generally have massive damage but become less effective at range due to the spread of the pellets which also is a nice tool to balance these high damage weapons. To balance shotguns in KF2 we first start with the price for the ammo, the weight of the gun and the time it takes to reload. Third is the damage each pellet does, it's a hard balancing act because depending on what you shot, if it doesn't die or react the way you picture it, everything falls apart and the weapon feels unsatisfying. Second is the impulse force applied to the creatures when they get hit, this is really important to not only make the shotgun feel powerful but also adds to the enjoyment of taking down a target. "We start with the gore system, which is a very important ingredient that makes shotguns feel devastating. Shooters are always about that aesthetic moment where the trigger's pulled and the audiovisual effects deliver that moment of utterly blowing a video game creature away. Consult a firearms expert if you need training in your firearm or the purpose of the different parts of the gun.So how do design all that stuff to feel just right? Bill Munk, animator and creative director at Tripwire, had this to say about developing Killing Floor 2: CHOKES serve a very important purpose for which you should also understand. Shotgun shells can come in different types of pellets in both size and material, as well as different lengths of shells and velocity. Familiarize yourself with your firearm and the ammunition you are shooting! Shotguns are not like handguns or rifles. This is the PRIMARY reason we do not recommend shooting slugs through some of our models that come with a FIXED MOD or FIXED FULL choke-sized muzzle. Most experts do not recommend shooting slugs through a MOD choke or smaller for the simple reason that some slug ammunition types could “plug” the barrel and cause damage to your firearm or could even be potentially harmful or fatal to the shooter. Shotgun SLUG ammunition comes in different varieties.
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