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/vr/ - Retro Games

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>> No.9926238 [View]
File: 120 KB, 1300x1200, Kustam improvements.png [View same] [iqdb] [saucenao] [google]
9926238

>>9926223
Well Blaz is gonna get streamlined further soon where it'll just be:
hit badmans -> build meter -> fill meter -> hit badmans harder and get HP -> keep meter going

Kustam would have been a fucking nightmare for you too, he was so fucking convoluted between his meters, managing reloads and the fact he had double tapping, holding, AND holding primary and then hitting altfire for his weapons. He's still most likely going to be the most complex character in GMOTA, but I'm hoping to make his gameplay less asinine and braindead when I bring him back.

>> No.9601147 [View]
File: 120 KB, 1300x1200, Kustam improvements.png [View same] [iqdb] [saucenao] [google]
9601147

>>9601119
Well I'm going to take it a step further soon. I'm gonna make the sword attacks autofire, and shorten the combo to three attacks rather than four. So you'll hold the button down and constantly swipe left and right, and when you let go you'll finish with the stab, which'll have +FORCEPAIN and boosted knockback.
Sword throws are gonna be moved to the reload key. I need to get around to making a little diagram like I did with Kustam here for Blaz.

Doomslayer's gonna be getting some changes too, one of the things I need to figure out is what kinda weapon I want to give him to start with, the sword alone isn't enough. I've been considering just letting him start with the Mourning Star Shotgun, but then the question of "What the fuck does the shotgun pickup give him then?" puts my balls in a vice. Plus I'm considering removing the sword as a selectable weapon for him.

>> No.9420992 [View]
File: 120 KB, 1300x1200, Kustam improvements.png [View same] [iqdb] [saucenao] [google]
9420992

Wouldn't be a major GMOTA update without some more changes on shit, huh?

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