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Zgłoś problem z tłumaczeniem
Good idea. Can be done like the old Call of Duty games. When the button is pressed, the player holds his breath and the sight becomes stable. To compensate for this disadvantage, it will be necessary to either pump the stamina branch, or put bipods on the sniper rifle.
I don't know how balanced it would be if a player immediately jumped into the water after running and didn't have enough stamina to hold his breath. Maybe it will be even good and bring additional challenge to the game - calculation of his stamina. It will be something unique among the games, I have not seen anything like it anywhere else.
Do you even need icons? You can make a solid bar, or you can make icons, it's subjective. Of the above and to where this stamina will be used more suitable battery - vigor charge. Also wanted to offer a similar icon, it can be perceived by everyone in its own way. https://i1.sndcdn.com/artworks-000228117574-0qthy0-t500x500.jpg
This will add even more to the arcade feel of the game
Since we're talking about Hotline Miami, I'd like to insist on the KB's playstyle that he only has paired guns and can only pick up weapons with one magazine. I don't see how guns can break right in his hands, why didn't they break in the hands of Bad Beans?
So here's the idea. Let's say there are 30 rounds in the magazine, before you pick up the gun, Bean has fired 9 rounds from it. You pick up the weapon, and the game does not show how many rounds are left in the magazine, because neither you nor KB did not count how many shots were fired. Either the ammo interface element isn't there at all, or there's a question mark there. If you want to know how many rounds are left, you just have to press the reload button, the KB will pull out the magazine and see how many rounds are left and the number of rounds on the screen. Almost all of this can be alleviated and removed by upgrading the corresponding branch in the upgrade tree. Or while the KB is holding someone else's weapon, you can not display the number of rounds on the screen, and only show how many rounds are left, as was done in Unrecord. https://youtu.be/IK76q13Aqt0?t=36
Starting the dramatic meter on empty is a good idea, and of course I will have a skill tree to have it regenerate to certain %. Well, maybe it shouldn't start on empty if players want to use slow motion at the beginning of the game. I think slow motion should be a very early skill for KB.
There will be some inventory, and I plan to have a quick-access button that you can fill with inventory, like number keys 1-4 or the D-pad on the game controller. Inventory will include things like landmines, remote detonated C4, drones, decoys, hacking tools, lock picks, boost medicine, large health kits. Things like that. A lot of the inventory will be like MGSV and Streets of Rogue. It won't be like Skyrim or Diablo. Oh yeah, I do want to leave open the opportunity to do crafting and collecting too.
I would probably only use stamina if the player swims under water to hold their breath, but if they are on the surface it won't use stamina, unless they are sprint-swimming.
Yeah, I think it makes the most sense to use the lightning bolt for stamina and a flame for dramatic boost. Also, because I have those icons available
Yes, I will probably do this.
Yeah, I really like this idea. But here's the question, if you pick up an enemy's gun, could you pick up more ammo for it? Since there is a lot of ammo lying around for KB's guns, would they also reload the enemy rifles? Or would KB discard the rifle once it is used up? I think there are pros and cons to both methods. For example, if you find a gun you really like, you might want to keep it for a little longer. This happens a lot in Borderlands, like looter-shooters.
Yeah, that's what I meant, it's great.
First, let me say what made me decide to suggest this in the first place. Has KB ever preferred to kill with any weapon other than his gold pistols (Other than the very "what's it like to be killed with your own gun?" and the one after the movie "Killer Bean Forever")? That's why I propose only using his pistols for the majority of the game for KB, honing his skill with them. And give the option to play with any gun and customize to a custom class, like Bad Bean or Shadow Bean. For each game style there is a character: efficiency and parkour - KB, melee - JB, RTS - Cromwell, stealth - I don't know what you have decided so far.
If you're wondering how I envision it, no, KB will not be able to pick up ammo for weapons he picked up from the floor. Unless you could make a skill in the tree that would allow him to pick up one magazine from the Bean from which the weapon was picked up. How to replenish the ammunition of the gun in this case? You could just make its ammo infinite, there's already a lot to keep track of in the game. If it may seem illogical, then, as far as I am concerned, it is not much more logical than the fact that any ammo picked up from enemies is suitable for the gun. Or you can make that before starting a mission you can go to the Ammu-Nation and buy ammunition there, with the size of half of the NATO force, as it was in GTA X). There you could also buy body armor and modify / craft a gun and change the type of ammunition.
Yeah, I'll need to really figure this out. Maybe I should focus more on the upgrade path for KB's gold guns, so that becomes the main weapon, but can be loaded with different skills from the skill tree. Any picked up weapons will be secondary and temporary, and only able to reload if there is a skill tree unlock, like you said.
So now I wonder, should KB's gold guns have infinite ammo, but still have to reload ammo clips? Sort of like in Devil May Cry. That way, KB's guns never run out, and then I can figure out all sorts of ammo upgrades for his guns. And then secondary guns can be repaired or leveled up at gunsmiths if the player like a gun they found and want to keep it for longer. This is something that I think will evolve during early access also with player feedback.
Hmm, I don't even know, we'll have to see how it will affect the balance of the game because it's a big decision. For now I'm in favor of reloading (and the infinite amount of clip he carries in his ass).
Yeah, I think as I continue with development, I'll make his gold guns more and more upgradable. And I might even reduce the amount of weapons dropped by enemies. I think infinite ammo for his gold guns could be the way to go. But now that I think about it, it would negate the use for melee combat and finishers. Hmmmmm...... I think I need to pick a gameplay style and stay with it. So far, the game is designed mostly like Doom Eternal, but open world.
I think if I limit the use of picked up rifles and also limit the amount of weapon drops. Secondary rifles should definitely be temporary.
Actually, I haven't even thought of what KB can craft. I just left open the idea that he could sometime in the future, since it is an open world game with lots of locations to explore. Initially, I would just have collectibles, like for example eggs, since it was mentioned in Cappuccino's business chart. Eggs could be used to trade for rare items with vendors.
Hahaha, I think my brain is fried! Too much to think about
Also I think someone mentioned this but you should be able to throw weapons. Bladed ones would probably kill and blunt ones/guns would stun maybe. I think that would be neat.
I think he'd craft things like special ammo using parts dropped by machines, maybe a makeshift silencer with a can, Fake grenades (don't explode but beans run from 'em... perhaps into a real grenade!), maybe suit upgrades (like a bulletproof vest under his suit... maybe? KB doesn't strike me as the type to wear armor, he's always had a more agility-based style. Plus, who needs armor if you don't get hit?
Yeah, that's a good point about the dramatic meter. So maybe if I have infinite ammo for KB's guns, but killing enemies with his guns will give very low loot drops. And melee attacks will give much higher loot drops. So maybe loot drops will be related to the difficulty of the kill. That can still fit with the Doom Eternal style. Also, that would work for weapon drops too, because I think I need to reduce the amount of weapons dropped anyway.
I'll probably add throwable weapons at some point. I'm thinking about switching over to a new ragdoll system that will let players impale enemies with spears and the ragdolls will get stuck to a wall.
True, I could have KB craft weaponry or gadgets. I'll probably leave the crafting idea for later in early access.