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Explaining the new system in No Heroes
May 6 - Drunken Lizard Games
Here's an update on what i've been doing lately in No Heroes.
This will get a bit long and technical
Aside from the multiplayer networking and menu, i've been remaking all of the player/weapon/attachments systems in the game. This is a complete remake of the code, better structured and scalable. I'm making the structure of the code completely different from what it was. This new system cannot be made as it goes, it needs to be planned first, that's why it takes more time to make than the usual old code.
I also made the code when i was way less experienced, so it's somewhat normal for it to be a little bad.
How it was:
-Every single different weapon was coded in one main script that controlled all the weapons and another that controlled the player. This led to having scripts with thousands and thousands of lines of code. This was not practical, not scalable, poorly planned (made as it goes), a pain to debug, test and add new types of weapons and attachments
This was also a problem with weapon scripts, where every weapon code was inside one script. Same problems as before.
How it is going to be:
- The player will not have specific code to specific weapons, instead it will "control" the weapons by "asking" them what needs to be done (animation wise), everything else is controlled by the weapon.
Let's say, the weapon tells the player what to do, not the other way around (in most cases).
The player will only ask the main Generic weapon class for instructions, this means that any class that derives from that class will get that instruction, which is great for scalability and different types of weapons by having specific instructions of that weapon in the specific weapon script and not the players scripts. This framework is also used for attachments.
Anyway, you might be asking what does all this mean?!?
Well, this means that when the main code is completed, it will be 100 times easier to add new code, new weapons and new attachments without changing any single line of the previous code made and every new weapon and attachment will re-use code.
This will also enable to have many more options a player can make, by making these weapons / attachments have their own logic.
With all of this, here are new things that will be in the game (not necessarily because of this new system):
- Attachments can have their own logic, like
- extending a stock,
- changing between 2 sights in the same attachment,
- different types of magazines for the same weapon,
- turning off/on attachments, like flashlights/lasers, etc,
- Free Look,
- Pickup weapons/attachments/gear from the ground (mainly for Battle Royale),
- Weapons will have specific recoil patterns,
- and more that i forgot while writing this...
With all of this, you can clearly see that the previous system was NOT appropriate for the game and had to be changed (just like many other systems). I've been making this for awhile, mainly planning it, but i've started to implement it into the game.
Thanks for reading all of this and i'll leave an image as compensation
Thanks for the support