CryoFall Dev. Blog #2 - Weapons
We've been considering several topics for this blog post, but in the end we’ve decided, that this entry will be dedicated to weapons in the game. So, here it is!
Below you can see some of the weapons currently developed for the game. As you can see there is a clear progression from the most primitive weapons (like bows) towards a more advanced options. And at later stages of the game you will be able to use some of the futuristic weapons as well, such as plasma rifles, railguns and such.
Basic and Specific weapons
But that's not the full extent of it! We were able to go one step ahead of most other games and have a few more interesting features:
Firstly, we implemented a universal system that allows us to create completely different behaviour for each weapon, based on the proto classes that we can extend with new properties and functionality, so it becomes extremely easy to create new types of weapon with different behaviour. Naturally modders can use this system as well to create their own weapons.
Secondly, we implemented a common ammunition system which becomes a cornerstone of our combat system. Each weapon can use different types of ammo with different damage types and behaviour. For example shotguns can use slugs that have a straight trajectory or pellets that spread quickly, but have a much higher damage at closer range. Same idea applies to other ammunition types and weapons.
Basic and Specific ammo
Different kinds of bullets
Different kinds of 12 Gauge
And lastly, we have a very interesting and complex damage calculation system with seven different damage types for weapon/armor interaction. I will have a separate blogpost on it, when making a post about the armor in the game.
Anyway, I hope you find this interesting. And as always - let us know what you think in the comments and on our forums!