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For the past few days I've been working on the Weapons Switching system. This system is completely dynamic, so lets say you take out an enemy infantry, they might occasionally drop their weapon,

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Hello recruits!

New update for All Out War.


For the past few days I've been working on the Weapons Switching system.

This system is completely dynamic, so lets say you take out an enemy, they might occasionally drop their weapon,

so you can collect their weapon and switch to it. It doesn't sound like much, it is however quite a bit of work when you dive deep into the mechanics of it.

Over all, so far it's 200 lines of code, all for such a simple mechanic of scroll wheel up/down to switch weapons. The reason it's just over 200 lines of code (currently), is because as I mentioned earlier, it's completely dynamic, no hard coded weapon values other than the starting weapons, so later if I decided I could make a lighter a weapon, I could make a TV Remote a weapon, without ever having to hard code it into the system. It would simply just work.

The above is very important, because there's no telling what the future will bring in All Out War, I could simply decide to remove every weapon in the game and create different types after iterations and testing. Testing, polish and iterations of tests can result in all sorts of future chances that can make All Out War better. So this is why the Weapons System is one of the key mechanics of the game.


A Gif of it in action below (Syncing Over the network).

AOW Weapon Switching

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