Betrayer

Betrayer

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On the Matter of Musketry
First off id like to say that you have done an outstanding job on this game. It looks very fresh and feels right. But I think that you need to work on the way the musket and the pistol work. First off, the muskets you are using are flintlock muskets. The mechanism itself had not been invented yet, so therefore, is innacurate. The muskets and pistol should be matchlocks. Also your musket and pistol models are flared at the muzzle, like a blunderbuss. I think that your musket should be a full scale one (about 30-35 inches long, with just a normal tip, the pistol should be slightly longer and also just have a normal tip. I think I could live with the flintlock if the musket didnt look so goofy and more serious). You have done a much better job then others on the reload animation, but it could use work. Look up how to load a matchlock(or a flintlock if you choose) for a better idea. Other then that great job and I hope that you take my ideas into consideration.
Last edited by Tibbs versus Japan; Aug 17, 2013 @ 7:57pm
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Showing 1-4 of 4 comments
Gryregaest Aug 17, 2013 @ 8:34pm 
I'm fairly certain the musket actually is a matchlock. The pistol does seem to be a flintlock, unless it's supposed to be a snaplock or one of the other proto-flintlocks. It's sort of hard to tell with the high contrast art style.
phantoh Aug 17, 2013 @ 8:35pm 
Oh wow, that's pretty interesting. Spent the past ten minutes watching people shoot a matchlock musket.
Villager  [developer] Aug 17, 2013 @ 8:57pm 
Thanks for the feedback, Mr. Tibbs! We definitely took some liberties with the firearms, but we decided true matchlocks would just be too clunky compared to the rest of the arsenal and that no one would ever use them. I think a matchlock could be really interesting in a more realistic game, especially if there were a mechanic to let you know when you smell the smoke from an enemy's slow match. Maybe someday with a bigger team!

The reload is based on various reference videos we found, but we streamlined it a bit for gameplay. The pistol is even more streamlined to help push it into its own role in the arsenal (i.e. powerful at very close range, never deflects, and much faster reload than the musket). It's because we're old school FPS developers who tend to aim for an arsenal in which every weapon serves a distinct and useful purpose, which tends to come at the expense of authenticity.

Anyway, I expect both animations will get further iteration once we've got everything at alpha.

P.S. Did you notice that if you interrupt a musket reload, you pick up from generally where you left off? We're proud of that little refinement, but it's admittedly a little subtle. But you seem like someone who might appreciate it.
I have not noticed that, but that is defintely a plus. I see how you streamlined the animation, but I think that because of the scarcity of games that even have muskets in them, (not to mention the name of your studio), that it should be made to stand out a bit and feel cool and real. But I do hope and pray that because of your name, that your studio will release games with muskets in them in the future. Thank you for your response and consideration,
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Showing 1-4 of 4 comments
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Date Posted: Aug 17, 2013 @ 7:56pm
Posts: 4