@@berinyce The rooms aren't really big enough for that, sadly, but hitscan might be interesting. Forget about the bullet all together and just shot a line across the room along the bullet path. 🤔
You could have the Sniper rifle crit at a specific distance, so you have the maintain that distance for double damage, or Sniper rifles could use hit-scan instead of projectile, but but does less damage, The SMG could could let you shoot one bullet at a time slowly or hold to release all the bullets in a arc or it could shoot fast but the bullets randomly move a little off where you're aiming, meaning you have to get close for the most damage, and the hand gun could shoot strong bullets, but has crazy recoil or it shoots fast bullets that destroy projectiles. I'm so glad you're sticking with this game, it looks awesome!
This feels like the entire world vs Wesleys free time and I both feel bad and excited Seriously though this looks like it's gonna be even more great of a game keep it up
Wow, the game looks better with every video! For the starting weapons I have an idea for the sniper rifle, although it might be a little too much for a starting weapon, but maybe when you hold the right mouse button time slows down, the camera zooms in and a scope appears on screen which allows you to precisely shoot an enemy.
That would be very cool, but the right mouse button is reserved for character special abilities, anything the guns do would have to work along with normal shooting. And that would slow down gameplay a bit, and we're making a push and adding some mechanics to force players to play faster. 🤔
You could give one of the guns a charged shot. Think like the Doom 2016 starting pistol or Halos plasma pistol. You can fire it as quickly as you like and do low damage, or you can charge a shot that will kill the fodder enemies in one shot.
The Sniper should create a sonic boom effect depending on how far away the enemy that the bullet hit was, which would make it deal more damage and deal extra damage towards nearby enemies.
You could maybe add recoil to the smg, like it pushes you backwards? Almost like you can get a slight speed boost running away from enemies while shooting them? Also pleeeease let us take multiple weapons into the dungeon, and we can use different weapons in different situations. The game is looking AMAZING, you must definitely release it on steam, good work helper Wesley and art man oil, keep it up!
1 - I feel like the Hangun should be kept the same, as it is the starting weapon. 2 - Maybe the SMG could have limited ammo and after that ammo ends you could throw the magazine for some extra damage. 3 - Maybe the Sniper Riffle could have a charging mechanic similar to Team Fortress 2, where if you hold shoot a bar fills up and as it fills up the more damage you do when you fire, but your movement speed is VASTLY decreased when you are holding shoot.
Ideas for the weapon's 👀 1️⃣ Make the player able to throw the hand gun and when it hits an enemy make it shot one or two more enemies before returning to the player. This ability can be upgraded so it shots more enemies before returning to the player . 2️⃣ Give the SMG the ability to have it's magazine be taken of and thrown as an explosive that will freeze enemies making them shatter from only one bullet ( this will only slow down bosses and not make them one-shot). 3️⃣ Give the Sniper a charge shot that can peirce through a lot of enemies and destroy enemy projectiles and the player will be able to upgrade the the size of the charge shot and how fast it charges. Thank you to anyone who reed all of these because it took me like 40+ minute's to come up with and write all of them 🥲
I love seeing progress on this game, and good on you for standing your ground at 0.. I mean 3.. sorry 6.... 7 guns, that'll definetly help with giving the game a shorter development period. (also it took me like an hour to get to the end of the video because I kept getting distracted, good video though)
Hey again,😁 maybe using your gun to bash enemies if you're up close, also try adding some game freeze from your game juice video on the Gdevelop channel!
@@HelperWesleyMaybe extending that idea and create a rifle that works a bit like the sniper rifle, does lower damage, but it has a bayonet and allows you to dash forward (you have to hold the button to actually fire), damaging enemies in a line. 😉
alright, well mechanic wise, I have some ideas. -for the handgun, maybe you could add a simple thing where the "last" bullet of the hand gun (maybe like 6th, to go off of a revolver) is a bigger and faster and more damaging shot -When it comes to sniper's I usually think of range but also precision, so maybe it's bullets start out smaller and have a smaller hit box, but can be the most damaging when they do hit -smg I could see that it fires in bursts and is the one that has a very small cool down before firing again, maybe it's power core needs to cool off or something -random idea for the shotgun, maybe you could have it to where it can have more knockback, allowing you to have a good damaging close range but ensuring higher health enemies don't get too close. also nice seeing the vids again! hope vacation was fun!
Yeah, I'm definitely thinking of making the 6th bullet of the revolver deal more damage, very Jhin from league of legends like. Oh, sniper rifle with smaller bullets to balance higher dmg. 🤔
A timed reload mechanic for the sniper rifle could be fun By that, I mean after every shot there's a small bar above the player and you must press the attack button on a specific timing to be able to shoot again If you miss the timing, there's some small punishment. For example still reloading but the next shot has decreased damage or just having to wait a bit and then try again Dunno about the smg, good luck with that one (also, just saying, a rocket launcher would be cool af to have)
The sniper rifle could fire bullets that pierce through enemies and can kill the enemy behind it too The smg could have some sort of bullet spread to make it more fun to use and maybe have a lower skill floor
Ideas for the weapons The pistol could have bullets that bounce off the walls The sniper could do more damage the farther the bullet has travelled The smg could have its firibg rate increase as you constantly shoot and reset when you stop shooting, but also slow you down when you shoot Also of you want to make the sword and shotgun different you could add recoil to the shotgun, pushing the character back, while making the sword make a lunge forward as you attack
First thing that comes to mind for a mechanical change with the sniper rifle is some way of rewarding the player for accuracy, like a simple damage increase if you keep a streak going of not missing
So for the suggestions: - The Sniper has 100% accuracy and gives you a targeting laser from the character towards the mouse and up to the end of the screen which shows you exactly where the bullet will go. Maybe also give it a charge as you hold the trigger which when full gives the shot piercing and more damage, but longer reload time. - The SMG fires in bursts of 3 bullets and has low range but high knockback, to keep those enemies off your back. - The Handgun I think is fine if it is just a basic starting weapon. Maybe change it into a Revolver and give it six shots that can be fired as fast as you can click the trigger, but it needs to reload after every 6th shot. Great video by the way, I really like the game's art style and unified look it is starting to get. One comment on that is I think the gun dude's animation for idling is a bit much, wildly swinging his beard around.
I think for the pierce gun, having a trigger once while true instead of just checking the bullet overlap only can help solve the enemy eating up all the charges after first hit.
this looks sick! very amazing artwork and the gameplay look def fun! i have an idea for the sword: when slashing a enemy projectile/bullet, the bullet/projectile will be deleted, that would be a nice feature
That was talked about, but it felt a little OP. 😅 It might get added if we find the sword is underpowered, it might be what we do to balance it, but it just felt too strong that way. 🤔
@@HelperWesley ah you're probably right, i think a good way to balance it is to be able to slash bullets/projectiles of selected enemies of just low ranked enemies, but u can't slash boss bullets etc..
Here's what I'm thinking: Sniper - This one's slow-mo, but when it hits, bam! Enemies get knocked back in a small blast zone after the first guy's hit. Pistols - Regular shooting, nothing fancy, but maybe throw in a limit on bullets and a time for reloading. SMG - How about it shoots grenades that go kaboom and blow up an area? (what if you switched it up to a grenade launcher? )
For piercing bullets that don’t instantly lose all piece charges, a solution can be to have the bullet store what enemies it had already hit, and only deal damage/remove a charge once a new enemy is hit and then added to the list. Or you could do something similar and just store the last enemy it hit instead of a list of all of them, but the idea is the same
Here are some ideas for the weapons: 1- Hand gun: shoot 6 bullets then reload, whenever you reload the player gain massive movement speed or maybe animate it as a dodge roll too and gain invulnerability during reload 2- SMG: bullets have a chance to bounce off enemies and walls, whenever you hit an enemy with 10 bullets they will explode (Not necessarily die) or bullets can hover to nearby enemies 3- Sniper: hitscan ability that can pierce through all enemies or pierce through an enemy if killed by the attack I hope these can help you iterate and get better ideas that are more realistic to implement, and good luck!
Art Man Oil, keep him busy, the game is coming along really well! Here is my suggestion to make the weapons viable. Introduce defense types for the enemies. Something like heavy armor, medium armor, light armor. And then make a rock-paper-scissors effect with the weapons. Sort of like effectiveness and weakness with Pokemon, you always want the right one for the situation. That way, the player will have incentive to switch up the weapons based on what they are facing. The can't just use one weapon all the time.
Great Video! loving the new art style, Art Man Oil Has A Lot Of Talent!!! For Your Suggestion: Handgun: Has A Reload Mechanic, Making It Feel Like A Starter Gun. Sniper: Maybe Higher Damage Based On Distance?? SMG: Automatically Shoots Really Fast, Then Has To Reload? Maybe Like 20-ish Projectiles That Deal 1 Dmg? I Feel These Would Make The Weapons Have A Starter Gun Feel, Like They Are Less Complex, And Simpler For Beginners. If you read this far, Thanks for reading!
I really appreciate that you empowered your artist to make what they wanted to make. Most of the time, technical constraints dictate what art is made, not the other way around.
Sniper Rifle could be one of the following: - One shot kill - Have a laser aim so you can fire it from afar with precision - be a pick up and can only fire it like 3-4 times(?)
This is looking awesome! Here are my suggestions for unique mechanics inspired by other similar games. Handgun: Can be thrown and explodes like a grenade, but needs to be picked back up after. Risk/Reward type weapon. Smg: All bullets fired are connected to each other by some kind of tether. This tether could "trip" enemies knocking them back, stunning, or dealing reduced damage. Easy to learn, hard to master weapon. Sniper Rifle: Bullets wrap around the room or bounce off the walls. Room clearing weapon with proper aim.
The sniper can knock enemies back or deal extra damage if you hit the head. The SMG can slow enemies down. Hand gun can make enemies explode dealing small damage in an area.
For the SMG you could do something like the cube gun from remnant 2, low capacity but your bullets bounce back and refill the gun. So when you're closer to an enemy, your fire rate is higher since the bullets have a short distance to bounce back but your fire rate naturally becomes lower as you get farther away. Could also make it so they damage enemies on the return trip. One of the most unique weapon designs I'd ever seen personally!
Mechanics for the guns: Pistols should have a charge function, hold left click for a second, and on release it shoots a slightly stronger, bigger projectile. Since submachineguns are known for run’n’gun, they should have a mechanic where if you keep moving, and don’t stop moving, you get a little increased fire rate, and maybe even a little homing to balance out the inaccuracy of having to constantly strafe. Snipers are tricky, but I think that if you pierce two or more enemies in a shot, the rechambering speed of the next shot should be much faster, since fundamentally snipers are about lining up shots, and have high piercing and accuracy, but usually at the cost of speed.
Here are my ideas for the guns: Sniper Rifle: Making it hitscan would be cool? Maybe make it so it does more damage if you hit an enemy right after they attack? Hand gun: Make it so it's base damage is not great, but if you time your shots they deal a lot more damage (like some kind of quick-time event or like shoot at a specific interval). SMG: Maybe give it a pretty low magazine size (atleast for a fast shooting gun like an SMG), but make it so it auto-reloads after you kill an enemy with it. Hope you like these ideas 😁
the sniper: each shot increases fire rate slightly the pistol: charges the more you hold left click, and does more damage the smg: slightly curves towards enemies
Handgun: it could start with lower base stats, but upgrades are more effective on it. This allows it to be upgraded into anything the player wants and keep it the 'jack of all trades' gun. SMG: I have 2 ideas for the SMG - 1) the weapon could have super low base damage, but each hit increases the damage of the next shot until you hit another enemy. The damage would have to cap out at like 3x for balancing, maybe even lower. That way it requires the player to focus a single enemy down, instead of bouncing between the closest target like I've seen in some gameplay for later runs. The second idea is that fire rate upgrades have increased effectiveness and every enemy killed gives you a bonus to fire rate until the next room. This is really appealing for those looking for the 'mini gun go brrrrr' fantasy (me.) SNIPER: Snipers in games like this have always felt strange. The point of a sniper is to eliminate enemies at long range so they never have the chance to get close and be a threat. Now that you have a shotgun that is a slow firing cqc beast, the sniper needs a new mechanic to give it a niche. I suggest that the further you are from a target, the more damage you deal. I would also decrease the fire rate further so that each shot counts, like a real sniper. Missing would be more punishing but mastering positioning and aiming would make the player feel like an absolute unit one shooting everything if they play perfectly. It forces another playstyle that rewards high skill players while giving the sniper a stronger identity.
Handgun - Ammo counter, with last shot having increased damage Sniper - Player movement gets slowed down before shooting Smg - Large initial spread, spread decreases as you hold down fire rate
Hi there HelperWesley, the game looks so cool and im really exited for the overhaul! Now, i dont really have ideas for the weapons but i do have a simple idea that could encourage more replayability, floors Floors will work kinda like this: After defeating a boss, a staircase opens and lets you advance to the next floor, each floor could maybe have different themes (forest, caves, etc.) but probably would be a pain to do. But the main thing about floors could be the difficulty change, the more floors the more difficult it gets, but the better the rewards are This was my silly idea, if you want to use it feel free to change anything about it, your game after all 😅 But yeah, i wish you luck in the game and hope the best for it!
a rocket launcher would be cool, you could even make a version of it where the trajectory could be changed while it was fired like a homing missile. you could also make a gun that fires a constant laser that could maybe even pierce through enemies
I love where this game is going. I think it would be cool to see more melee options(my opinion). Imagine having a big hammer that can make shockwaves or a spear that can poke. Again, amazing work! Can't wait for the next devlog!!!
I think a fun idea for the handgun that could play on it being a revolver would be to make reloading more of a mechanic. So when you reload it quickly fills up a bar on the side (like a jumpshot from 2K) and if you fill it perfectly you get a bonus shot in the magazine (maybe more damage) and if you barely or over fill it you get less bullets in the mag. I think it would give the gun more of a skill aspect than an others and could be dopamine machine if its satisfying. The Sniper could be a charge weapon which slows the player down but increases damage, like theyre focusing in on a good shot. I think it would differentiate it alot from the really fast movement of the sword/shotgun gameplay. For the SMG i would make it have a fairlyt tight spread because its the only midrange gun but maybe the longer you hold down the trigger the more spread and more damage to really promote that Rambo-style spray and pray strategy.
For the smg you could make it start off shooting less accurate, and slightly less attack speed, and have the accuracy and attack speed increase the longer you hold it.
Now hear me out- the sniper can use two bullets: bullet A does really low damage bullet B is an electric bullet that hits all enemies hit by bullet A (by bouncing from one to another) and builds up damage for every enemy
Easy little trick I used to add piercing for my projectiles was to simply add the health behavior to my projectile template late. From there the only difference you would have is instead of projectile collision with enemy and deleting the object, you then subtract the health. Then check if the projectile is dead and delete it
- people are suggesting the pistol be a charge shot like in doom, and I think that would make it extremely tiring to have to tap-fire (i.e. you should totally put that in the game) - what if the sniper needed a second click to load another round after firing? - what if the SMG was actually 2 SMGs, and the second one pointed where you're walking! its a pretty silly idea but I love silly ideas
I think it`s easy to get stuck on the thought of the weapons having a "main effect/mechanic". Imo can secondary effects on weapons are valid too. Like being able to place mines and stuff. Or example like gunfire reborn have, being able to throw the smg -> explodes on impact. Neat way to change how the weapons feel without needing the bullet to do certain things.
I think a long trace line bullet would be awesome for the sniper. Bullet variation in general would add a lot of polish to the guns. Hand Cannons feel really good in Destiny. I think it could be a combination of the kick, power and sfx which really sell it
I have a possible idea for the handgun, how about every so much bullets that the handgun fires, it does extra damage. Or make this in a way where you can charge the shot to do more damage. Good video and promising game btw!
For the sniper rifle I think a cool way to handle its mechanical difference is to either add a “charge” where you can hold attack and do more damage depending on how long you hold it, or be able to hold it and slow down time.
looking awesome! here are my weapon mechanic ideas: Hand Gun: "default" weapon with most well rounded stats, and a basic shooting mechanic SMG: Rapid fires, but builds up heat as you use it. If it overheats, it stops working and you'd have to wait for it to cool down again. Could be used to deal big damage to single targets for a period of time. Sniper Rifle: Your mouse crosshair becomes very innacurate, however, when you hold down your mouse button, the crosshair starts closing in, becoming more and more accurate, until you release it, shooting the weapon and causing a lot of damage to a target. hope these were at least interesting to you!
When I think sniper, I think of HIGH damage, but completely immobile. You dont snipe on the move, thats just an assault rifle. So for snipe, tons of damage, but you have to stop moving and shoot
You need to add a Laser gun that you fires in straight line and you can Hold it instead of clicking It's mechanics is: Range - Long but depends on you maybe good for upgrading Damage - Damage all enemy touching the laser per sec Reloading - Has a cooldown meter if you keep holding it it will overheating and needs to recharge
The handgun could have a piercing laser when you charge the gun, kind of like Ultrakill's revolver. I don’t have any good ideas for the SMG, but maybe a small explosive as a secondary fire could be neat! As for the sniper, I really like Risk of Rain 2's railgun (from the Railgunner character) scope mechanic, where holding right click opens a scope and shows enemy weak points as little red targets, so if you shoot that when scoped in you deal a lot more damage. Could be pretty hard to translate that to 2D but I think it’s a fun idea!
SMG - stacking fire rate - each time it hits it will increase fire rate (it will reset at each room to not be too op) Sniper Rifle - Ricochet - it allows the projectile to bounce off surfaces
The mechanical difference for the gun could be shooting multiple shots/bullets at the same time, for the smg it could be a burst of speed for releading and shooting, and finaly for the sniper it could be a crit chance (or an additional crit chance if there is a crit chance for all weapons already). Edit: make the crit dmg multiplier of the sniper bigger than that for other weapons or make it one-shot kill for enemies exept for bosses make it remove a percent of their max health.
For the hand gun: Maybe every third bullet can bounce off walls (and maybe enemies?). I like the pistol being fairly simple, but this would still be a cool, unique mechanic for it. SMG: Maybe something like, after holding down left-click and firing at least 10 bullets, when you release the button, it fires some kind of energy ball? Sniper: Since the sniper has a slow fire rate, maybe each bullet could briefly slow down enemies it hits. This could let players gain more space from enemies, which would help with the sniper since you can't fire as many shots as other guns to keep enemies away from you. Great video!
Either the Hand gun or SMG could have a bullet that can split into four smaller bullets when it hits an enemy , and maybe the Sniper rifle could have its damage increased based on how close the bullet is to the enemy’s object center , Kinda like an headshot
maybe for the smg you could charge the attack pressing the mouse button, than when you release it you shoot a lot of bullets with a lot of spread but very fast. The longer you charge the attack, the faster you shoot the bullets
Could always add something where the bullets get stuck in the enemies and then explode like a firework firing shrapnel around it. Would be cool to shoot the SMG and then hear a delayed crackle of each bullet popping.
For the SMG Borderlands 2 has a mechanic where when you reload you can throw the SMG like a grenade and then a new one spawns in your hands. You could make it so you need to fire enough bullets to build up a meter, and when it's filled you can throw it like a grenade.
i think the diffrenced of the guns are Hand gun spam to shoot faster, smg you need to charge before you can shoot and sniper would be more like a lazer and pierce infinitly
Handgun is normal(?) SMG makes you slightly faster when shooting and reloads faster than other guns Sniper Rifle has a slower fire rate but very fast bullets, when it hits something the point where it hit releases an AOE attack
Hand gun might work better as a dual wield. Like 2 handguns at the same time, aka shooting 2 bullets at once Shotgun could have a recoil effect on the player. When they shoot it they go backwards and could be pushed backwards more depending on the bullet strength or speed Sniper would be cool if it gave enemies bigger knockback (or if you are feeling you want to enter the 7 layers of development hell maybe add an accuracy measure on the sniper depending on how much you move. Like real life sniper concetratiom) Also love the new profile picture hahaha
Oh gosh, absolute development hell. 😅 I thought about dual-wielding handguns, but two guns would probably make people expect a higher fire rate, which would make it feel more similar to the SMG. What I'm thinking for the hand gun is maybe making every 6th bullet deal extra damage. Hopefully it'll make people be more accurate with that last bullet. 🤔
The sniper rifle bullets could bounce off walls maybe. Ooh, what if for the smg you make it half melee weapon where you occasionally do a pistol whip in front of yourself like the sword. Idk
A mechanically unique idea for the smg could potentially be bullet spread and for the sniper or shotgun you could add recoiled so you get pushed backwards when you shoot it
make the sniper explode in a blast radius on impact, the smg can make the enemies slower when hit and the hand gun could have an ability were you shoot it a certain amount of times and it eventually has a massive explosive attack
The sniper could shoot like supersonic bullets that knock back enemies and have a cool sonic boom affect while flying through the air. The pistol could have bouncing bullets so it feels like you jhon wick or something while using it. And sorry i don’t have any ideas for smg.
Give the Hand Gun a Combo style boost. Its neutral at the beginning, but if you chain like 5 shots that hit/3 kills or smth. Each kill/shot will boost the stats equally by a little. Have the chain end if they get hit, go to the max 3-5, or switch guns
ideas for gun mechanics: smg has bullet spread but low bullet spread idk its hard to have good smg ideas. the sniper rifle does more smg longer distances, and the pistol has at least 2x knockback
Hey i got a different idea on how to solve that piercing gun mechanic nicely. You can create an array that checks if the bullet collides with an enemy that dont got hit before and then storing the enemys object id in there. If it already got hit it will not affect the hit enemy. This is how i solved it in all cases with a "piercing gun mechanic" ^^ And the mechanics you asked for the weapons 1) Sniper could have a chance of stunning the enemy for a small amount of time 2) SMG can have something like attack speed increased for 5 sec by 50% if you kill 5 Enemys in 3 Seconds or something like that ^^ 3) Handgun can have something like a minimum amount of life steal after kiling an enemy (20% chance)
Please leave a comment, suggesting how to make the starting weapons more "mechanically unique". 🙏
Something you have to throw and pick back up could make for a good positioning challenges. Like a spear or a... eum... ball or something.
@@RockyMulletGamedev That would be interesting. 🤔(But don't give Art any more ideas. 😅)
maybe the sniper being a hitscan and having the damage scale the further an enemy is
@@berinyce The rooms aren't really big enough for that, sadly, but hitscan might be interesting. Forget about the bullet all together and just shot a line across the room along the bullet path. 🤔
you could make the smg shoot a explode on impact grenade every few shots encouraging closer combat but at a risk of damage
You can never stop an artist. NEVER!! If they want another weapon they will make it. But good luck.
They did make a few more designs that got thrown out. So at least there's some compromise happening. lol.
You could have the Sniper rifle crit at a specific distance, so you have the maintain that distance for double damage, or Sniper rifles could use hit-scan instead of projectile, but but does less damage, The SMG could could let you shoot one bullet at a time slowly or hold to release all the bullets in a arc or it could shoot fast but the bullets randomly move a little off where you're aiming, meaning you have to get close for the most damage, and the hand gun could shoot strong bullets, but has crazy recoil or it shoots fast bullets that destroy projectiles. I'm so glad you're sticking with this game, it looks awesome!
This feels like the entire world vs Wesleys free time and I both feel bad and excited
Seriously though this looks like it's gonna be even more great of a game keep it up
That's exactly how I feel about it. 😅
On one hand, I'd like to sleep at some point. On the other hand, the game keeps getting better and better. ⚖😎
@@HelperWesleyyou should definitely release it on mobile! When you’re ready ofc. It looks awesome
Wow, the game looks better with every video!
For the starting weapons I have an idea for the sniper rifle, although it might be a little too much for a starting weapon, but maybe when you hold the right mouse button time slows down, the camera zooms in and a scope appears on screen which allows you to precisely shoot an enemy.
That would be very cool, but the right mouse button is reserved for character special abilities, anything the guns do would have to work along with normal shooting. And that would slow down gameplay a bit, and we're making a push and adding some mechanics to force players to play faster. 🤔
Maybe if you hold the shoot button time slows down. So instead of shoting after you press the shoot bunnon, it shoots after you release the button
Great video, you guys should add handgun a "Charge" mechanic how much you charge adds more damage.
Do this for the sniper
I really appreciate how open you were to the artists ideas. Seems like you two make a good team.
It helps that we've worked together on other projects. 😅
I think the sniper could give enemies a lot of knockback, that would be cool!
Oh. That would be a neat idea. 🤔
If it could penetrate enemies that'd be awesome. And probably pretty easy to create.
You should make it like a railgun so it can pierce through all targets in its way. maybe even add obstacles like boxes in the levels that it stops at.
Give it really extreme knockback and make enemies ricochet off walls and take more damage... like playing pool.
i love that more and more pepole start making rougelikes. keep it up ;) (p.s for sniper rifle i recomend the further from enemy,the bigger dmg is)
You could give one of the guns a charged shot. Think like the Doom 2016 starting pistol or Halos plasma pistol. You can fire it as quickly as you like and do low damage, or you can charge a shot that will kill the fodder enemies in one shot.
The Sniper should create a sonic boom effect depending on how far away the enemy that the bullet hit was, which would make it deal more damage and deal extra damage towards nearby enemies.
For the sniper rifle, you can do the gungeon railgun mechanic, where it charges up and ricochets. Alternately, Rad gun-style active reload.
You could maybe add recoil to the smg, like it pushes you backwards? Almost like you can get a slight speed boost running away from enemies while shooting them? Also pleeeease let us take multiple weapons into the dungeon, and we can use different weapons in different situations. The game is looking AMAZING, you must definitely release it on steam, good work helper Wesley and art man oil, keep it up!
1 - I feel like the Hangun should be kept the same, as it is the starting weapon.
2 - Maybe the SMG could have limited ammo and after that ammo ends you could throw the magazine for some extra damage.
3 - Maybe the Sniper Riffle could have a charging mechanic similar to Team Fortress 2, where if you hold shoot a bar fills up and as it fills up the more damage you do when you fire, but your movement speed is VASTLY decreased when you are holding shoot.
Maybe add Machina's piercing on full charge to make it even more satisfying to hit fully charged shots.
1. Handgun
An alternate mode that allows you to fire a limited amount of explosive bullets
2. Smg
Duel wield
3. Sniper rifle
Charge shot
Ideas for the weapon's 👀
1️⃣ Make the player able to throw the hand gun and when it hits an enemy make it shot one or two more enemies before returning to the player. This ability can be upgraded so it shots more enemies before returning to the player .
2️⃣ Give the SMG the ability to have it's magazine be taken of and thrown as an explosive that will freeze enemies making them shatter from only one bullet ( this will only slow down bosses and not make them one-shot).
3️⃣ Give the Sniper a charge shot that can peirce through a lot of enemies and destroy enemy projectiles and the player will be able to upgrade the the size of the charge shot and how fast it charges.
Thank you to anyone who reed all of these because it took me like 40+ minute's to come up with and write all of them 🥲
I love seeing progress on this game, and good on you for standing your ground at 0.. I mean 3.. sorry 6.... 7 guns, that'll definetly help with giving the game a shorter development period.
(also it took me like an hour to get to the end of the video because I kept getting distracted, good video though)
Hey again,😁 maybe using your gun to bash enemies if you're up close, also try adding some game freeze from your game juice video on the Gdevelop channel!
Might add frame stops to the shotgun, that might be where it's most applicable. 🤔
@@HelperWesleyMaybe extending that idea and create a rifle that works a bit like the sniper rifle, does lower damage, but it has a bayonet and allows you to dash forward (you have to hold the button to actually fire), damaging enemies in a line. 😉
alright, well mechanic wise, I have some ideas.
-for the handgun, maybe you could add a simple thing where the "last" bullet of the hand gun (maybe like 6th, to go off of a revolver) is a bigger and faster and more damaging shot
-When it comes to sniper's I usually think of range but also precision, so maybe it's bullets start out smaller and have a smaller hit box, but can be the most damaging when they do hit
-smg I could see that it fires in bursts and is the one that has a very small cool down before firing again, maybe it's power core needs to cool off or something
-random idea for the shotgun, maybe you could have it to where it can have more knockback, allowing you to have a good damaging close range but ensuring higher health enemies don't get too close.
also nice seeing the vids again! hope vacation was fun!
Yeah, I'm definitely thinking of making the 6th bullet of the revolver deal more damage, very Jhin from league of legends like.
Oh, sniper rifle with smaller bullets to balance higher dmg. 🤔
A timed reload mechanic for the sniper rifle could be fun
By that, I mean after every shot there's a small bar above the player and you must press the attack button on a specific timing to be able to shoot again
If you miss the timing, there's some small punishment. For example still reloading but the next shot has decreased damage or just having to wait a bit and then try again
Dunno about the smg, good luck with that one
(also, just saying, a rocket launcher would be cool af to have)
The sniper rifle could fire bullets that pierce through enemies and can kill the enemy behind it too
The smg could have some sort of bullet spread to make it more fun to use and maybe have a lower skill floor
For the sniper, deal more damage (x2) after the bullet bounce on a wall, and you can call this hability Tricks shot
Ideas for the weapons
The pistol could have bullets that bounce off the walls
The sniper could do more damage the farther the bullet has travelled
The smg could have its firibg rate increase as you constantly shoot and reset when you stop shooting, but also slow you down when you shoot
Also of you want to make the sword and shotgun different you could add recoil to the shotgun, pushing the character back, while making the sword make a lunge forward as you attack
First thing that comes to mind for a mechanical change with the sniper rifle is some way of rewarding the player for accuracy, like a simple damage increase if you keep a streak going of not missing
Wow! That hub world takes the game to the next level. Fantastic work from both of you.
So for the suggestions:
- The Sniper has 100% accuracy and gives you a targeting laser from the character towards the mouse and up to the end of the screen which shows you exactly where the bullet will go. Maybe also give it a charge as you hold the trigger which when full gives the shot piercing and more damage, but longer reload time.
- The SMG fires in bursts of 3 bullets and has low range but high knockback, to keep those enemies off your back.
- The Handgun I think is fine if it is just a basic starting weapon. Maybe change it into a Revolver and give it six shots that can be fired as fast as you can click the trigger, but it needs to reload after every 6th shot.
Great video by the way, I really like the game's art style and unified look it is starting to get. One comment on that is I think the gun dude's animation for idling is a bit much, wildly swinging his beard around.
I think for the pierce gun, having a trigger once while true instead of just checking the bullet overlap only can help solve the enemy eating up all the charges after first hit.
The new art and the new weapons look so damm good,
this looks sick! very amazing artwork and the gameplay look def fun!
i have an idea for the sword: when slashing a enemy projectile/bullet, the bullet/projectile will be deleted, that would be a nice feature
That was talked about, but it felt a little OP. 😅
It might get added if we find the sword is underpowered, it might be what we do to balance it, but it just felt too strong that way. 🤔
@@HelperWesley ah you're probably right, i think a good way to balance it is to be able to slash bullets/projectiles of selected enemies of just low ranked enemies, but u can't slash boss bullets etc..
Here's what I'm thinking:
Sniper - This one's slow-mo, but when it hits, bam! Enemies get knocked back in a small blast zone after the first guy's hit.
Pistols - Regular shooting, nothing fancy, but maybe throw in a limit on bullets and a time for reloading.
SMG - How about it shoots grenades that go kaboom and blow up an area? (what if you switched it up to a grenade launcher? )
For piercing bullets that don’t instantly lose all piece charges, a solution can be to have the bullet store what enemies it had already hit, and only deal damage/remove a charge once a new enemy is hit and then added to the list.
Or you could do something similar and just store the last enemy it hit instead of a list of all of them, but the idea is the same
Canon that shoots a giant laser that pierces but takes a lot to reload / A mechanical bow that shoots explosives
It looks amazing so far! Can't wait to play it when it's finished!
Here are some ideas for the weapons:
1- Hand gun: shoot 6 bullets then reload, whenever you reload the player gain massive movement speed or maybe animate it as a dodge roll too and gain invulnerability during reload
2- SMG: bullets have a chance to bounce off enemies and walls, whenever you hit an enemy with 10 bullets they will explode (Not necessarily die) or bullets can hover to nearby enemies
3- Sniper: hitscan ability that can pierce through all enemies or pierce through an enemy if killed by the attack
I hope these can help you iterate and get better ideas that are more realistic to implement, and good luck!
Art Man Oil, keep him busy, the game is coming along really well! Here is my suggestion to make the weapons viable. Introduce defense types for the enemies. Something like heavy armor, medium armor, light armor. And then make a rock-paper-scissors effect with the weapons. Sort of like effectiveness and weakness with Pokemon, you always want the right one for the situation. That way, the player will have incentive to switch up the weapons based on what they are facing. The can't just use one weapon all the time.
Dude you are the most awesomest person ever. You have helped me start my journey in game creation. Thanks a ton bro!!!
Great Video! loving the new art style, Art Man Oil Has A Lot Of Talent!!!
For Your Suggestion:
Handgun: Has A Reload Mechanic, Making It Feel Like A Starter Gun.
Sniper: Maybe Higher Damage Based On Distance??
SMG: Automatically Shoots Really Fast, Then Has To Reload? Maybe Like 20-ish Projectiles That Deal 1 Dmg?
I Feel These Would Make The Weapons Have A Starter Gun Feel, Like They Are Less Complex, And Simpler For Beginners. If you read this far, Thanks for reading!
I really appreciate that you empowered your artist to make what they wanted to make. Most of the time, technical constraints dictate what art is made, not the other way around.
Sniper Rifle could be one of the following:
- One shot kill
- Have a laser aim so you can fire it from afar with precision
- be a pick up and can only fire it like 3-4 times(?)
This is looking awesome! Here are my suggestions for unique mechanics inspired by other similar games.
Handgun: Can be thrown and explodes like a grenade, but needs to be picked back up after. Risk/Reward type weapon.
Smg: All bullets fired are connected to each other by some kind of tether. This tether could "trip" enemies knocking them back, stunning, or dealing reduced damage. Easy to learn, hard to master weapon.
Sniper Rifle: Bullets wrap around the room or bounce off the walls. Room clearing weapon with proper aim.
The sniper can knock enemies back or deal extra damage if you hit the head.
The SMG can slow enemies down.
Hand gun can make enemies explode dealing small damage in an area.
Suggestions for mechanics:
1. Handgun stays default
2. SMG fires in bursts
3 Sniper charges attack to increase damage and accuracy
For the SMG you could do something like the cube gun from remnant 2, low capacity but your bullets bounce back and refill the gun. So when you're closer to an enemy, your fire rate is higher since the bullets have a short distance to bounce back but your fire rate naturally becomes lower as you get farther away. Could also make it so they damage enemies on the return trip. One of the most unique weapon designs I'd ever seen personally!
Mechanics for the guns: Pistols should have a charge function, hold left click for a second, and on release it shoots a slightly stronger, bigger projectile. Since submachineguns are known for run’n’gun, they should have a mechanic where if you keep moving, and don’t stop moving, you get a little increased fire rate, and maybe even a little homing to balance out the inaccuracy of having to constantly strafe. Snipers are tricky, but I think that if you pierce two or more enemies in a shot, the rechambering speed of the next shot should be much faster, since fundamentally snipers are about lining up shots, and have high piercing and accuracy, but usually at the cost of speed.
Here are my ideas for the guns:
Sniper Rifle: Making it hitscan would be cool? Maybe make it so it does more damage if you hit an enemy right after they attack?
Hand gun: Make it so it's base damage is not great, but if you time your shots they deal a lot more damage (like some kind of quick-time event or like shoot at a specific interval).
SMG: Maybe give it a pretty low magazine size (atleast for a fast shooting gun like an SMG), but make it so it auto-reloads after you kill an enemy with it.
Hope you like these ideas 😁
the sniper: each shot increases fire rate slightly
the pistol: charges the more you hold left click, and does more damage
the smg: slightly curves towards enemies
Handgun: it could start with lower base stats, but upgrades are more effective on it. This allows it to be upgraded into anything the player wants and keep it the 'jack of all trades' gun.
SMG: I have 2 ideas for the SMG - 1) the weapon could have super low base damage, but each hit increases the damage of the next shot until you hit another enemy. The damage would have to cap out at like 3x for balancing, maybe even lower. That way it requires the player to focus a single enemy down, instead of bouncing between the closest target like I've seen in some gameplay for later runs. The second idea is that fire rate upgrades have increased effectiveness and every enemy killed gives you a bonus to fire rate until the next room. This is really appealing for those looking for the 'mini gun go brrrrr' fantasy (me.)
SNIPER: Snipers in games like this have always felt strange. The point of a sniper is to eliminate enemies at long range so they never have the chance to get close and be a threat. Now that you have a shotgun that is a slow firing cqc beast, the sniper needs a new mechanic to give it a niche. I suggest that the further you are from a target, the more damage you deal. I would also decrease the fire rate further so that each shot counts, like a real sniper. Missing would be more punishing but mastering positioning and aiming would make the player feel like an absolute unit one shooting everything if they play perfectly. It forces another playstyle that rewards high skill players while giving the sniper a stronger identity.
The Sniper can have an ability where it creates critical hit spots on enemies that when hit, do extra damage to enemies.
Handgun - Ammo counter, with last shot having increased damage
Sniper - Player movement gets slowed down before shooting
Smg - Large initial spread, spread decreases as you hold down fire rate
Hi there HelperWesley, the game looks so cool and im really exited for the overhaul!
Now, i dont really have ideas for the weapons but i do have a simple idea that could encourage more replayability, floors
Floors will work kinda like this:
After defeating a boss, a staircase opens and lets you advance to the next floor, each floor could maybe have different themes (forest, caves, etc.) but probably would be a pain to do.
But the main thing about floors could be the difficulty change, the more floors the more difficult it gets, but the better the rewards are
This was my silly idea, if you want to use it feel free to change anything about it, your game after all 😅
But yeah, i wish you luck in the game and hope the best for it!
a rocket launcher would be cool, you could even make a version of it where the trajectory could be changed while it was fired like a homing missile. you could also make a gun that fires a constant laser that could maybe even pierce through enemies
I love where this game is going. I think it would be cool to see more melee options(my opinion). Imagine having a big hammer that can make shockwaves or a spear that can poke.
Again, amazing work! Can't wait for the next devlog!!!
Im kinda late with this, but the Sniper could shoot a short laser shot you have to Charge up, so It basically has 0 bullet travel time
I think a fun idea for the handgun that could play on it being a revolver would be to make reloading more of a mechanic. So when you reload it quickly fills up a bar on the side (like a jumpshot from 2K) and if you fill it perfectly you get a bonus shot in the magazine (maybe more damage) and if you barely or over fill it you get less bullets in the mag. I think it would give the gun more of a skill aspect than an others and could be dopamine machine if its satisfying.
The Sniper could be a charge weapon which slows the player down but increases damage, like theyre focusing in on a good shot. I think it would differentiate it alot from the really fast movement of the sword/shotgun gameplay.
For the SMG i would make it have a fairlyt tight spread because its the only midrange gun but maybe the longer you hold down the trigger the more spread and more damage to really promote that Rambo-style spray and pray strategy.
For the smg you could make it start off shooting less accurate,
and slightly less attack speed, and have the accuracy
and attack speed increase the longer you hold it.
Now hear me out- the sniper can use two bullets:
bullet A does really low damage
bullet B is an electric bullet that hits all enemies hit by bullet A (by bouncing from one to another) and builds up damage for every enemy
Easy little trick I used to add piercing for my projectiles was to simply add the health behavior to my projectile template late. From there the only difference you would have is instead of projectile collision with enemy and deleting the object, you then subtract the health. Then check if the projectile is dead and delete it
- people are suggesting the pistol be a charge shot like in doom, and I think that would make it extremely tiring to have to tap-fire (i.e. you should totally put that in the game)
- what if the sniper needed a second click to load another round after firing?
- what if the SMG was actually 2 SMGs, and the second one pointed where you're walking! its a pretty silly idea but I love silly ideas
This is absolutely amazing! I love the artstyle and the mechanics you put in place, keep up the great work!
I think it`s easy to get stuck on the thought of the weapons having a "main effect/mechanic". Imo can secondary effects on weapons are valid too. Like being able to place mines and stuff. Or example like gunfire reborn have, being able to throw the smg -> explodes on impact. Neat way to change how the weapons feel without needing the bullet to do certain things.
damn that art is amazing great work to artman
I think a long trace line bullet would be awesome for the sniper. Bullet variation in general would add a lot of polish to the guns. Hand Cannons feel really good in Destiny. I think it could be a combination of the kick, power and sfx which really sell it
I have a possible idea for the handgun, how about every so much bullets that the handgun fires, it does extra damage. Or make this in a way where you can charge the shot to do more damage. Good video and promising game btw!
Maybe the sniper riffle could fire bouncing bullets? You'd probably have to add a lasersight to show the trajectory of the bullets to players.
For the sniper rifle I think a cool way to handle its mechanical difference is to either add a “charge” where you can hold attack and do more damage depending on how long you hold it, or be able to hold it and slow down time.
looking awesome! here are my weapon mechanic ideas:
Hand Gun: "default" weapon with most well rounded stats, and a basic shooting mechanic
SMG: Rapid fires, but builds up heat as you use it. If it overheats, it stops working and you'd have to wait for it to cool down again. Could be used to deal big damage to single targets for a period of time.
Sniper Rifle: Your mouse crosshair becomes very innacurate, however, when you hold down your mouse button, the crosshair starts closing in, becoming more and more accurate, until you release it, shooting the weapon and causing a lot of damage to a target.
hope these were at least interesting to you!
Scope creep is real! Good luck Wes, this is looking great!
Scope creep is the real enemy. ⚔
When I think sniper, I think of HIGH damage, but completely immobile. You dont snipe on the move, thats just an assault rifle. So for snipe, tons of damage, but you have to stop moving and shoot
Top tier content! Using the same footage for going to and coming back from vacation 😂
You need to add a Laser gun that you fires in straight line and you can Hold it instead of clicking
It's mechanics is:
Range - Long but depends on you maybe good for upgrading
Damage - Damage all enemy touching the laser per sec
Reloading - Has a cooldown meter if you keep holding it it will overheating and needs to recharge
The handgun could have a piercing laser when you charge the gun, kind of like Ultrakill's revolver.
I don’t have any good ideas for the SMG, but maybe a small explosive as a secondary fire could be neat!
As for the sniper, I really like Risk of Rain 2's railgun (from the Railgunner character) scope mechanic, where holding right click opens a scope and shows enemy weak points as little red targets, so if you shoot that when scoped in you deal a lot more damage. Could be pretty hard to translate that to 2D but I think it’s a fun idea!
SMG - stacking fire rate - each time it hits it will increase fire rate (it will reset at each room to not be too op)
Sniper Rifle - Ricochet - it allows the projectile to bounce off surfaces
The mechanical difference for the gun could be shooting multiple shots/bullets at the same time, for the smg it could be a burst of speed for releading and shooting, and finaly for the sniper it could be a crit chance (or an additional crit chance if there is a crit chance for all weapons already). Edit: make the crit dmg multiplier of the sniper bigger than that for other weapons or make it one-shot kill for enemies exept for bosses make it remove a percent of their max health.
The sniper could have an instant projectile or more of a laser than a bullet, that doesnt have to travel
The game looks super cool so far! Can't wait to see the final product 🤞 (I can wait, take your time, don't rush things :D)
For the hand gun: Maybe every third bullet can bounce off walls (and maybe enemies?). I like the pistol being fairly simple, but this would still be a cool, unique mechanic for it.
SMG: Maybe something like, after holding down left-click and firing at least 10 bullets, when you release the button, it fires some kind of energy ball?
Sniper: Since the sniper has a slow fire rate, maybe each bullet could briefly slow down enemies it hits. This could let players gain more space from enemies, which would help with the sniper since you can't fire as many shots as other guns to keep enemies away from you.
Great video!
You guys are awesome and you inspire me to become a game designer
Either the Hand gun or SMG could have a bullet that can split into four smaller bullets when it hits an enemy , and maybe the Sniper rifle could have its damage increased based on how close the bullet is to the enemy’s object center , Kinda like an headshot
maybe for the smg you could charge the attack pressing the mouse button, than when you release it you shoot a lot of bullets with a lot of spread but very fast. The longer you charge the attack, the faster you shoot the bullets
Could always add something where the bullets get stuck in the enemies and then explode like a firework firing shrapnel around it. Would be cool to shoot the SMG and then hear a delayed crackle of each bullet popping.
For the SMG Borderlands 2 has a mechanic where when you reload you can throw the SMG like a grenade and then a new one spawns in your hands. You could make it so you need to fire enough bullets to build up a meter, and when it's filled you can throw it like a grenade.
if you want uniqueness, introduce accuracy, handgun does medium accuracy, sniper has high accuracy, and smg has low accuracy.
i think the diffrenced of the guns are Hand gun spam to shoot faster, smg you need to charge before you can shoot and sniper would be more like a lazer and pierce infinitly
Handgun is normal(?)
SMG makes you slightly faster when shooting and reloads faster than other guns
Sniper Rifle has a slower fire rate but very fast bullets, when it hits something the point where it hit releases an AOE attack
Hand gun might work better as a dual wield. Like 2 handguns at the same time, aka shooting 2 bullets at once
Shotgun could have a recoil effect on the player. When they shoot it they go backwards and could be pushed backwards more depending on the bullet strength or speed
Sniper would be cool if it gave enemies bigger knockback (or if you are feeling you want to enter the 7 layers of development hell maybe add an accuracy measure on the sniper depending on how much you move. Like real life sniper concetratiom)
Also love the new profile picture hahaha
Oh gosh, absolute development hell. 😅
I thought about dual-wielding handguns, but two guns would probably make people expect a higher fire rate, which would make it feel more similar to the SMG.
What I'm thinking for the hand gun is maybe making every 6th bullet deal extra damage. Hopefully it'll make people be more accurate with that last bullet. 🤔
what if for the handgun theres a version where theres less bullets but theyre stronger and larger with more recoil sorry if this worded awkwardly
I think it would be cool if a gun could have the differential of shooting two shots at once, one next to the other like those spaceship games
I think it’s be cool if you held down right click or something with the sniper rifle it gives you a slow-mo effect.
The sniper rifle bullets could bounce off walls maybe. Ooh, what if for the smg you make it half melee weapon where you occasionally do a pistol whip in front of yourself like the sword. Idk
haven't watched your content in ages, you've come very far
Yes, that's how I remember planes work.
Totally!
A mechanically unique idea for the smg could potentially be bullet spread and for the sniper or shotgun you could add recoiled so you get pushed backwards when you shoot it
make the sniper explode in a blast radius on impact, the smg can make the enemies slower when hit and the hand gun could have an ability were you shoot it a certain amount of times and it eventually has a massive explosive attack
In my experience, making mechanical changes are easier to program when you have most of the mechanic logic on the projectile rather than the gun
The handcannon could destroy other bullets, maybe even explode them so it could be used against enemies in more than a passive way
The sniper could shoot like supersonic bullets that knock back enemies and have a cool sonic boom affect while flying through the air.
The pistol could have bouncing bullets so it feels like you jhon wick or something while using it.
And sorry i don’t have any ideas for smg.
Handgun:
Nothing, just simple and easy
SMG: 20% chance to not have to reload
Sniper: insane rebound, so you can also use it to propel yourself around
Handgun could be more like a tazer that hooks bullets into the mob and does a small amount of DoT to them or stuns them
Give the Hand Gun a Combo style boost. Its neutral at the beginning, but if you chain like 5 shots that hit/3 kills or smth. Each kill/shot will boost the stats equally by a little. Have the chain end if they get hit, go to the max 3-5, or switch guns
ideas for gun mechanics: smg has bullet spread but low bullet spread idk its hard to have good smg ideas. the sniper rifle does more smg longer distances, and the pistol has at least 2x knockback
Hey i got a different idea on how to solve that piercing gun mechanic nicely. You can create an array that checks if the bullet collides with an enemy that dont got hit before and then storing the enemys object id in there. If it already got hit it will not affect the hit enemy. This is how i solved it in all cases with a "piercing gun mechanic" ^^
And the mechanics you asked for the weapons
1) Sniper could have a chance of stunning the enemy for a small amount of time
2) SMG can have something like attack speed increased for 5 sec by 50% if you kill 5 Enemys in 3 Seconds or something like that ^^
3) Handgun can have something like a minimum amount of life steal after kiling an enemy (20% chance)