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Looked it up and it's almost like a textured carbon copy of Receiver.
Wish that developer used his ideas more rather than copy Receiver.....oh well.
For instance, if you click rack slide instead of slide release with an empty firearm and the slide locked to the rear - a shell is ejected which is wrong. A shell should be chambered.
Other mistakes are made.
Anyone can add firearm mechanics into a game, and a lot of games do - usually not to the extend of Receiver by not having some of the features such as locking the slide back... but other games do allow press-checks, individual bullets, bullets with individual characteristics ( ie different projectiles loaded into a cartridge, different casings, etc.. )...
So don't assume someone ripped someone off.
Too similar to be a coincidence.
I'm not a fan of a lot of the controls, or of the bugs from the mechanics as Receiver was supposed to show accurate representations of them and has done so with at least one major exception.
I'll take a look at 'I can gun'.. But there is nothing wrong with implementing real weapon mechanics into a game as many have done.. Escape from Tarkov is pretty decent and a pretty good implementation of the ideas. I would prefer more control over some of the mechanics though.
It's just a reskin of Receiver.
These aren't new ideas.
Why are turrets and drones used in games? They're remarkably easy to code. A drone can move around in 3d space, avoiding walls, etc... If a person comes within range and is detectable within the guidelines of the code, they respond. Same with turrets.
You don't have to create advanced pathing as you would with a 'human' style enemy. You naturally expect those to be a challenge.
Drone code could be as simple as randomly moving in 3d space, waiting for a target. If a target appears, turn towards that person. If the player moves through doorways, around corners, etc.. then you can copy the players path and have the drone follow, as if on rails. No complicated methods necessary.
A human style target, you would expect a greater level of tactics, etc..
It is possible the developer of 'I can gun' saw receiver, or not, and recognized how easy it would be to implement or came to that on their own.
But, for a game in its infancy, as you said, these are remarkably simple things to add into the game to give it meaning early on with little work. It gives developers a chance to test their other code such as bullet mechanics ( if they decide to go that far, or they may simply use a teleporting projectile style ... ie: a simple trace ), movement, etc..
Honestly, they aren't bad design choices because they serve a Q/A role.
Edit: You also say it is a 'reskin' of Receiver, and said you aren't talking about weapon mechanics, but only the type of enemies... Strange.
I'll try to take a look at it today, though.
Edit: Actually, it does look like a pretty direct copy. Unfortunately, many ideas such as weapon mechanics can't be copyrighted - howeverr the 'story', design, code, etc.. can.
The UI even looks identical with very minor tweaks.
The Receiver dev could have grounds for going after it - but I doubt they will because Receiver was meant as a technical demo to prove it possible.
There is too much identical to ignore, though.
If that is all the game is, then yeah.. an issue... Also the game changes 'tapes' with 'documents', and a few other tiny changes... The dev of Receiver would either be proud that someone has chosen to reproduce Receiver. Or maybe offended. etc..
Maybe proud and still wanting to protect their IP.
Only thing is to make sure the dev knows about the game and see the response.
It's just that i hoped for something truly new. Imagine something along the lines of good old "Soldier of Fortune: Double Helix".
(Yes. I'm ancient enough too still remember that game. What a heavenly shotgun it had.)
That game with proper gun mechanics. Now that would be.....marvelous.