Musket weapon

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
crisman
Posts: 305
Joined: Sat Sep 22, 2012 9:23 pm
Location: Italy

Musket weapon

Post by crisman »

Hi!
I made a musket weapon, I've put a video on youtube!
http://www.youtube.com/watch?v=6stjML3wB2o&feature=plcp
I'd like to hear feedback, suggestion, thoughts, and so on. Right now it's still in beta, and the damage values
must be balanced.

My idea is to make the normal bullets unusable after the shot, but I'll need to figure that out!
If you have any suggestions for this I'll appreciate it!
User avatar
scorp29
Posts: 52
Joined: Sat Oct 27, 2012 8:31 pm
Contact:

Re: Musket weapon

Post by scorp29 »

Pretty nice invention!
User avatar
msyblade
Posts: 792
Joined: Fri Oct 12, 2012 4:40 am
Location: New Mexico, USA
Contact:

Re: Musket weapon

Post by msyblade »

I think you could keep a balanced model even if the bullets are reusable, Only 1 bullet the first couple of levels...choose your 1 shot carefully,..once you get down to level 3 you find a neat secret with...a SECOND bullet! It would feel rewarding, and you really would have only earned a total of 2 shots before having to reclaim them.(Maybe 4 shots by endgame) Thinking it could work without having to scale "How many rounds will they need for THIS section" type of balancing.
Currently conspiring with many modders on the "Legends of the Northern Realms"project.

"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
User avatar
HaunterV
Posts: 676
Joined: Mon Apr 16, 2012 9:54 pm
Location: Barrie, Ontario, Canada

Re: Musket weapon

Post by HaunterV »

msyblade wrote:#stuff.
Agreed.

My only gripes per se are I feel the noise should have either a more magical note to it as it could be a magical weapon, or more thunderous and terrifying. Also more smoke and visual obscuration for the player for a few second after firing.

You could make the player have to find musket balls then combine them with powder charges that they have to make from the mortar n pestle
Grimrock Community 'FrankenDungeon 2012. Submit your entry now!: http://tinyurl.com/cnupr7h
SUBMIT YOUR ASSETS! Community Asset Pack (C.A.P.): http://tinyurl.com/bqvykrp
Behold! The HeroQuest Revival!: http://tinyurl.com/cu52ksc
User avatar
Lark
Posts: 178
Joined: Wed Sep 19, 2012 4:23 pm
Location: Springfield, MO USA

Re: Musket weapon

Post by Lark »

Wow! I think this is awesome! I want one! :) To destroy the bullet, you could track it when fired, locate it in the direction of fire, and destroy it. Or, better yet, I'll bet you could keep the entity in a variable when fired, start a timer, and destroy the bullet within a second or so of being fired. That way it would be gone forever when the timer went off.

Very Cool! -Lark
User avatar
Neikun
Posts: 2457
Joined: Thu Sep 13, 2012 1:06 pm
Location: New Brunswick, Canada
Contact:

Re: Musket weapon

Post by Neikun »

That was cool :3
"I'm okay with being referred to as a goddess."
Community Model Request Thread
See what I'm working on right now: Neikun's Workshop
Lead Coordinator for Legends of the Northern Realms Project
  • Message me to join in!
User avatar
Brodie301
Posts: 286
Joined: Sun Apr 08, 2012 6:00 pm
Location: Mississippi, USA

Re: Musket weapon

Post by Brodie301 »

I love it!!! Fits WAY better than the ray gun from the editor trailer.
The FORCE is with me!!!
User avatar
crisman
Posts: 305
Joined: Sat Sep 22, 2012 9:23 pm
Location: Italy

Re: Musket weapon

Post by crisman »

HaunterV wrote:
msyblade wrote:#stuff.
Agreed.

My only gripes per se are I feel the noise should have either a more magical note to it as it could be a magical weapon, or more thunderous and terrifying. Also more smoke and visual obscuration for the player for a few second after firing.

You could make the player have to find musket balls then combine them with powder charges that they have to make from the mortar n pestle
For the musket sound, it's just a temporary solution, I don't like it so much neither. But I can't find a better one :(

I like the idea of smoke, I'll try to add it :D

About the crafting, yes, that's more or less what I have in mind and I forgot to write it here in the post. The player must find black powder and lead to craft it's own bullets.
For now I'm having troubles destroying the bullets after the shot. It's harder than I expected :(
It's a pity that a 'fragile' parameter like in the shootProjectile script cannot be set for regular items.

Petri can you hear me?? Here's a new ToDo!! ^__^
User avatar
crisman
Posts: 305
Joined: Sat Sep 22, 2012 9:23 pm
Location: Italy

Re: Musket weapon

Post by crisman »

Lark wrote:Wow! I think this is awesome! I want one! :) To destroy the bullet, you could track it when fired, locate it in the direction of fire, and destroy it. Or, better yet, I'll bet you could keep the entity in a variable when fired, start a timer, and destroy the bullet within a second or so of being fired. That way it would be gone forever when the timer went off.

Very Cool! -Lark
The problem with the timer is if I shoot right in front of a wall, I'm still able to pick the bullet up immediately, before the timer ends.
Another solution I came up is to treat the musket like a magical wand - with one charge. the 'charge' is actually the powder in the gun. and to reload it, the player must mix the musket
with the powder (in the mortar, seems legit :shock: )
In this case the bullets should not disappear - the enchanted bullets must, they are like grenades!!
Anyway, destroying bullets or not, sooner I will upload the files as they are, you can have fun with it ;)
User avatar
crisman
Posts: 305
Joined: Sat Sep 22, 2012 9:23 pm
Location: Italy

Re: Musket weapon

Post by crisman »

Made a new musket version:
http://www.youtube.com/watch?v=zEHNrB7EtYY&feature=plcp
In this version, the musket must be manually reloaded with powder by the player, just by right-click on the powder in the champion inventory (the champion must have the musket in hand).
I kinda like this, because, basically, balance the gun in a weird manner: the musket needs 3 slots in the inventory to shoots properly (the musket itself, the bullets and the powder).
The bullets, in this case, can be retrieved, and it's legit. Except the enchanted bullets. Since they act like grenades, they explode on impact, so there's nothing to retrieve!
Still missing the smoke as HaunterV suggested, I'm not experienced at all with particle effect for now ;)
Post Reply