Patch 0.0.9 (In Development)
Massive Update - Weapon System
[X] Weapon System is implemented and in a basic form
[X] Weapons will now have an 'unload / load' cycle when switching weapons
[X] Weapon Spawners for all non-basic weapons
[X] HUD Weapon Cycle system / Quickswitch Weapon System exists
[X] Weapons moved from Player Model to HUD Camera
--- * Weapons Therefore Do Not Clip
--- * Allows for higher-quality weapons on HUD and lower-quality on Player Model
[/] Second Weapon - Static Gun
--- * Gun will have an energy system, rather than 'ammo' or a 'magazine'.
--- * Enemies are 'sapped' of move speed and 'jump jet' energy while being damaged.
--- * Damage is very low, so teamwork and follow-up is crucial.
[ ] Proper Death system
--- * Players still move around when dead
--- * Players should 'view' that they are dead
[ ] Need basic map and level, more than a whitebox level but less than a full level
The Static Gun will be the first 'pickup' weapon being worked on, so control of the pickup is important on the map (as with all weapon pickups). The design behind it is to give defenders a special tool to help prevent captures. However, as they are doing little damage at the expense of removing enemy mobility, they can die rather quickly without a teammate to finish them off.
The experiment is to ensure that damage does not trump everything. Skill, teamwork, and proper choices are needed to win a game. 'Offense wins games, Defense wins championships'.
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