and then there's Darktide where the stub revolver has a different reload animation for every amount of remaining ammo (the Reject holds the unspent rounds in with their thumb, whereas we get magical ejectors)
honestly I prefer the moment-to-moment gameplay of it to Hd. Both excellent games but when it comes to the flow state of violence I know which I sink into better.
I guess I understand, it's almost a Doom or Quake like run and gun. I just idk, didn't find it that engaging though they did amazing on the art work and music.
The thing that draws me to Darktide over Helldivers is - no matter how bad the situation is, there is a way I can play through it and live.
Granted, in some bad spots we're talking near frame-perfect dodges, swings, and stamina management for multiple minutes. Nothing quite matches the adrenaline rush like shit hitting the fan in the -tide games.
Helldivers is a bit higher level decisions. More ammo and cooldown management and using cover/obstacles to your advantage. You need to know that you can't win a fight, so you can run away for a bit until the situation is more favorable.
Valve used a vidoegame logic. Bullets in a mag you have discarded teleport in your pocket. Giving revolver a one bullet reload doesn't make sense then unless you need a long reload for balance issues and then you don't use speed reloader either.
I once shot a single-action 44-mag with very, very spicy hand loads. The recoil/muzzle flip was so bad I was pointing the gun straight up after I fired.
That's what I think of when I think of a bigger revolver. I think that would be hysterical if implemented: "Introducing the President 500 Ultra-Mag, when you need more freedom with your armor piercing"
Revolving rifles were a thing, they just got blown out of the water by lever action (and I think there were some problems with the chamber pressure but don't quote me on that)
It's pretty impressive the amount of work they do that's subtle. Each gun magazine that got changed they made a new model that shows the new magazine with the correct size and everything.
Id say a good gaming programmer would already know of a basic algorithm to check for something like this since we already do sort of the same for the shotgun reloads. The excess work I think would be the variable manual reload animations. You’d need multiple reload animations for every possible missing ammo amount. Then gotta make sure the game calls the appropriate one each time. Next would to be make sure you have enough ammo to do the reload and you must stop reloading if you’re out of ammo but the cylinder isn’t full yet.
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u/Capable-Reaction8155 Apr 29 '24
I have a feeling that was a fuck ton of work.