Adding 6 New Weapons To Our Roguelike - Devlog 1

Поделиться
HTML-код
  • Опубликовано: 4 май 2024
  • Adding weapons to the roguelike video game that I'm developing. In this devlog I show how I'm making this game, with these pixel art weapons being made with Aseprite. I create the different variety of weapons I think the game needs, before moving on to other topics for the next devlog.
    Steam page:
    store.steampowered.com/app/26...
    _________________________________________________________
    💖Patreon: / helperwesley
    Links To Where I Hang Out:
    linktr.ee/helperwesley
    Links To My Set Up:
    linktr.ee/helperwesleysetup
    _________________________________________________________
    Time Stamps:
    00:00 Hub World
    03:46 Adding Weapons
    09:03 Favor
    09:48 Shotgun
    _________________________________________________________
    Devlog Playlists:
    ✅Binding Of Issac-like Devlog Series:
    • Devlog 1: Making A Bin...
    ✅Sci-fi Mobile Game Devlog Series:
    • Remaking The First Gam...
    ✅GMTK Game Jam 2022 series:
    • Top 10 In Popularity -...
    ✅Ludum Dare 50 Game Jam Series:
    • Making A Game In Under...
    ✅Vimlark(Ready Set Jam)Game Jam Series:
    • Kicking Butt In A Game...
    _________________________________________________________
    #Devlog #Gamedev #Gdevelop #indiegamedev #games #videogames #indiedev #gamedesign #Pixelart #GameDeveloper​ #GameDevelopment
  • ИгрыИгры

Комментарии • 473

  • @HelperWesley
    @HelperWesley  8 месяцев назад +47

    Please leave a comment, suggesting how to make the starting weapons more "mechanically unique". 🙏

    • @RockyMulletGamedev
      @RockyMulletGamedev 8 месяцев назад +8

      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.

    • @HelperWesley
      @HelperWesley  8 месяцев назад +3

      @@RockyMulletGamedev That would be interesting. 🤔(But don't give Art any more ideas. 😅)

    • @berinyce
      @berinyce 8 месяцев назад +6

      maybe the sniper being a hitscan and having the damage scale the further an enemy is

    • @HelperWesley
      @HelperWesley  8 месяцев назад +1

      @@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. 🤔

    • @alex1snart
      @alex1snart 8 месяцев назад +3

      you could make the smg shoot a explode on impact grenade every few shots encouraging closer combat but at a risk of damage

  • @Heo300
    @Heo300 8 месяцев назад +110

    You can never stop an artist. NEVER!! If they want another weapon they will make it. But good luck.

    • @HelperWesley
      @HelperWesley  8 месяцев назад +21

      They did make a few more designs that got thrown out. So at least there's some compromise happening. lol.

  • @josephdrinkwater8875
    @josephdrinkwater8875 8 месяцев назад +7

    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!

  • @dracvintal
    @dracvintal 8 месяцев назад +4

    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

  • @gomas1220
    @gomas1220 8 месяцев назад +56

    I think the sniper could give enemies a lot of knockback, that would be cool!

    • @HelperWesley
      @HelperWesley  8 месяцев назад +16

      Oh. That would be a neat idea. 🤔

    • @biggusy25
      @biggusy25 8 месяцев назад +1

      If it could penetrate enemies that'd be awesome. And probably pretty easy to create.

    • @TSVoid8
      @TSVoid8 8 месяцев назад +1

      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.

    • @dandyo.8233
      @dandyo.8233 8 месяцев назад +1

      Give it really extreme knockback and make enemies ricochet off walls and take more damage... like playing pool.

  • @oPixeel
    @oPixeel 8 месяцев назад +4

    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.

  • @maplerendev
    @maplerendev 8 месяцев назад +19

    Great video, you guys should add handgun a "Charge" mechanic how much you charge adds more damage.

    • @DJNerf
      @DJNerf 8 месяцев назад +2

      Do this for the sniper

  • @alu2901
    @alu2901 8 месяцев назад +3

    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.

    • @MGilbas
      @MGilbas 8 месяцев назад +1

      Maybe add Machina's piercing on full charge to make it even more satisfying to hit fully charged shots.

  • @casey040500
    @casey040500 8 месяцев назад +7

    I really appreciate how open you were to the artists ideas. Seems like you two make a good team.

    • @HelperWesley
      @HelperWesley  8 месяцев назад

      It helps that we've worked together on other projects. 😅

  • @ozonegamedev
    @ozonegamedev 8 месяцев назад +30

    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.

    • @HelperWesley
      @HelperWesley  8 месяцев назад +6

      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. 🤔

    • @rml1064
      @rml1064 8 месяцев назад +4

      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

  • @His-Games
    @His-Games 8 месяцев назад +2

    For the sniper rifle, you can do the gungeon railgun mechanic, where it charges up and ricochets. Alternately, Rad gun-style active reload.

  • @RainMakeR_Workshop
    @RainMakeR_Workshop 8 месяцев назад +11

    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.

  • @Goofy_Geek
    @Goofy_Geek 8 месяцев назад +3

    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!

  • @dumpster_warrior6643
    @dumpster_warrior6643 8 месяцев назад +8

    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 🥲

  • @TheSparkgod
    @TheSparkgod 8 месяцев назад +58

    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

    • @HelperWesley
      @HelperWesley  8 месяцев назад +7

      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. ⚖😎

    • @glonkwfuggler6790
      @glonkwfuggler6790 6 месяцев назад +1

      @@HelperWesleyyou should definitely release it on mobile! When you’re ready ofc. It looks awesome

  • @draco933
    @draco933 8 месяцев назад +4

    For the sniper, deal more damage (x2) after the bullet bounce on a wall, and you can call this hability Tricks shot

  • @tymeq7049
    @tymeq7049 8 месяцев назад +8

    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)

  • @height45
    @height45 8 месяцев назад +5

    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!

    • @HelperWesley
      @HelperWesley  8 месяцев назад +1

      Might add frame stops to the shotgun, that might be where it's most applicable. 🤔

    • @Smaxx
      @Smaxx 8 месяцев назад +1

      @@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. 😉

  • @justanepicgamer6256
    @justanepicgamer6256 8 месяцев назад +2

    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

  • @masxe4106
    @masxe4106 8 месяцев назад +6

    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)

  • @agdneto3760
    @agdneto3760 8 месяцев назад +1

    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? )

  • @firezone8770
    @firezone8770 8 месяцев назад +2

    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

  • @d.entity1190
    @d.entity1190 8 месяцев назад +2

    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

  • @Deynum
    @Deynum 8 месяцев назад +8

    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)

  • @Entikai
    @Entikai 8 месяцев назад +2

    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.

  • @ApollousasBear
    @ApollousasBear 8 месяцев назад +1

    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.

  • @DuredduGameDev
    @DuredduGameDev 8 месяцев назад +1

    Suggestions for mechanics:
    1. Handgun stays default
    2. SMG fires in bursts
    3 Sniper charges attack to increase damage and accuracy

  • @carterfulghum5245
    @carterfulghum5245 8 месяцев назад +1

    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

  • @teggunnad
    @teggunnad 8 месяцев назад +1

    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

  • @ocks_dev_vlogs
    @ocks_dev_vlogs 8 месяцев назад +1

    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

  • @Portomat
    @Portomat 8 месяцев назад +2

    Canon that shoots a giant laser that pierces but takes a lot to reload / A mechanical bow that shoots explosives

  • @rainofda0w024
    @rainofda0w024 8 месяцев назад +2

    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!

    • @HelperWesley
      @HelperWesley  8 месяцев назад +1

      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. 🤔

  • @freshgammerzyt606
    @freshgammerzyt606 8 месяцев назад +1

    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

  • @adam7280
    @adam7280 8 месяцев назад +1

    - 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

  • @rockgamedev
    @rockgamedev 8 месяцев назад +1

    Maybe the mechanical uniqueness for the Sniper could be, that when it hits an enemy, the bullet splits into 3 small projectiles that all do a small amount of damage

  • @raracabra
    @raracabra 8 месяцев назад +1

    Sniper: Long range instant hitscan projectile attack, slow attacks with recoil
    SMG: Shoots quick bursts of bullets
    Hand Gun: Basic weapon, average at everything

  • @twisted_cpp
    @twisted_cpp 8 месяцев назад +1

    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(?)

  • @Skeffles
    @Skeffles 8 месяцев назад +1

    Wow! That hub world takes the game to the next level. Fantastic work from both of you.

  • @gokusupersaiyan6
    @gokusupersaiyan6 8 месяцев назад +1

    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.

  • @iicey3102
    @iicey3102 8 месяцев назад +4

    The new art and the new weapons look so damm good,

  • @tomashofman4444
    @tomashofman4444 8 месяцев назад +1

    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

  • @arnwaz
    @arnwaz 8 месяцев назад +1

    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.

  • @Big_Con
    @Big_Con 8 месяцев назад +1

    The Sniper can have an ability where it creates critical hit spots on enemies that when hit, do extra damage to enemies.

  • @oXGoldenHeartXo
    @oXGoldenHeartXo 8 месяцев назад +2

    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!

  • @melon9089
    @melon9089 8 месяцев назад +3

    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

    • @HelperWesley
      @HelperWesley  8 месяцев назад +2

      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. 🤔

    • @melon9089
      @melon9089 8 месяцев назад +1

      @@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..

  • @the_bowtie_man
    @the_bowtie_man 8 месяцев назад

    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!

  • @rstorm7568
    @rstorm7568 8 месяцев назад +1

    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!

  • @kingofgameing107
    @kingofgameing107 8 месяцев назад +1

    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

  • @domcripps
    @domcripps 8 месяцев назад +1

    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.

  • @thyz4726
    @thyz4726 8 месяцев назад +2

    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!

  • @youtubewatcher6124
    @youtubewatcher6124 8 месяцев назад +1

    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

  • @charlessebille-yx8ne
    @charlessebille-yx8ne 8 месяцев назад

    Some ideas.
    Hand Gun: If you hold the attack, you can charge it do deal a little extra damage.
    Sniper: You can press a key to enter scope mode. Only a small part of the screen is visible, and the rest is blacked out. This line of vision is a cone following where the player is looking. Scoped shots deal around 3x extra damage.
    SMG: While your target is being damage, a slowing affect is applied.

  • @Franwow
    @Franwow 8 месяцев назад +3

    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.

  • @acefp7547
    @acefp7547 8 месяцев назад +1

    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

  • @pingpong-uo9xr
    @pingpong-uo9xr 8 месяцев назад +1

    I think it would be cool if the sniper riffle reduced the cooldown between its first and second shots after the first one hit the enemy. The player will be forced to land every bullets accurately if they want to maintain the speed speed

  • @hassanjomaa4073
    @hassanjomaa4073 8 месяцев назад +1

    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.

  • @myk3l9675
    @myk3l9675 8 месяцев назад +2

    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

  • @sadtwolvesfan
    @sadtwolvesfan 8 месяцев назад +1

    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.

  • @mewvern
    @mewvern 8 месяцев назад +1

    Hand gun - ricochet
    Smg - poison damage (edit or homing)
    Sniper - Stuns enemies

  • @espress0_1
    @espress0_1 8 месяцев назад +1

    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

  • @Mrtubagames
    @Mrtubagames 8 месяцев назад +1

    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.

  • @Naftwo7
    @Naftwo7 8 месяцев назад +2

    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

  • @Samiho
    @Samiho 8 месяцев назад +1

    For the Sniper Rifle, maybe it could do extra damage if when you aim, you place the cursor on the enemy, almost as if you're doing a headshot, just not limited to the head.

  • @cerberus_des
    @cerberus_des 8 месяцев назад +1

    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

  • @ForeverShadow0
    @ForeverShadow0 8 месяцев назад

    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!!!

  • @name36154
    @name36154 7 месяцев назад +2

    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

  • @ANewShadeOfBlue
    @ANewShadeOfBlue 8 месяцев назад

    Sniper Rifle (Long Range): Always deals critical Damage, but It's so slow you need to create enough breathing room with faster weapons before using it.
    SMG (Mid Range): Weak Damage, but briefly stun locks enemies caught in the barriage of bullets (They start moving a half-second or so after bullets stop hitting them).
    Hand Gun (Short Range): No gimmick. Basic damage dealing.

  • @khaiphi4630
    @khaiphi4630 6 месяцев назад +1

    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.

  • @HalfAsleepSam
    @HalfAsleepSam 8 месяцев назад +2

    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

  • @WhimsicalGobelin
    @WhimsicalGobelin 8 месяцев назад +1

    This is absolutely amazing! I love the artstyle and the mechanics you put in place, keep up the great work!

  • @SraLTheKing
    @SraLTheKing 8 месяцев назад +1

    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.

  • @moonlightstudios2510
    @moonlightstudios2510 8 месяцев назад +1

    It looks amazing so far! Can't wait to play it when it's finished!

  • @ggr070
    @ggr070 8 месяцев назад +1

    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.

  • @ThePouetman
    @ThePouetman 8 месяцев назад

    For piercing the way I did it for my game is that the projectile keeps the number of enemies it can hit and the last enemy hit. If it hits an enemy and it's last target is empty or different it decreases the count, if the count is zero it is despawned

  • @Lupg13_BS
    @Lupg13_BS 8 месяцев назад +2

    Sniper rifle could deal more damage the further the bullets travel. Could be interesting

  • @snuck7926
    @snuck7926 8 месяцев назад +1

    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 😁

  • @josiahjones3539
    @josiahjones3539 8 месяцев назад +1

    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.

  • @xray_usa6839
    @xray_usa6839 8 месяцев назад +1

    Dude you are the most awesomest person ever. You have helped me start my journey in game creation. Thanks a ton bro!!!

  • @indieramus349
    @indieramus349 8 месяцев назад +1

    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.

  • @muffiincodes
    @muffiincodes 8 месяцев назад

    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.

  • @SonicCraft
    @SonicCraft 7 месяцев назад +2

    konami code lore:
    If you take a certain path through the portals, you get a hidden treasure or a secret boss to fight, idk

  • @frickitweball
    @frickitweball 8 месяцев назад +1

    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!

  • @richusdominique8566
    @richusdominique8566 8 месяцев назад +1

    The handgun should shoot out a massive open hand. It should slap the first enemy it hits, dealing massive damage and causing AOE damage to the area around it.

  • @filipporighetti4267
    @filipporighetti4267 8 месяцев назад +1

    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

  • @oluwer2165
    @oluwer2165 8 месяцев назад +1

    Looks amazing! Can't wait to play it when it's finnished

  • @Game_of_Thot
    @Game_of_Thot 8 месяцев назад +1

    Hand Gun - Make It Double Hand Gun
    Sniper Rifle - Make It Fire Big RPG The Spread Fire In Large Area
    Smg - Critic Damage Increase For Some Times Like 10-15 Seconds
    Smg - Make It Turn Into Mini Smg For Some Time

  • @key_s1515
    @key_s1515 8 месяцев назад +2

    I think the sniper could deal more damage the further the bullet travels.

  • @JAK95700
    @JAK95700 3 дня назад

    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

  • @MegaTuroc
    @MegaTuroc 8 месяцев назад +1

    Handguns are simple, point click projectile goes
    Smgs are the same
    But I think sniper rifles should be a raycasted shot, but have randomness attached to accuracy at range

  • @walp8408
    @walp8408 8 месяцев назад +1

    The handcannon could destroy other bullets, maybe even explode them so it could be used against enemies in more than a passive way

  • @astro90041
    @astro90041 8 месяцев назад +1

    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!

  • @user-dw5ch6ux3u
    @user-dw5ch6ux3u 8 месяцев назад

    idea for the sniper rifle: right clicking puts you into "focus mode" where you move way slower but the damage your next shot you will fire increases with time until you shoot, once you fire your damage boost resets. this would let you deal with single enemies that have a lot of health assuming you can dodge their attacks (so like bosses) but would have a hard time dealing with swarms

  • @jackfire3439
    @jackfire3439 8 месяцев назад +2

    damn that art is amazing great work to artman

  • @user-hk2iu9ek3p
    @user-hk2iu9ek3p 8 месяцев назад

    Make the sniper a rail gun, that starts out with a laser pointer that shows you where your shooting, and make it explode on impact.
    Another weapon could be some type of gun that has some type of poison or shoots leechs that attaches to the enemy.
    A weapon with shatter shot where basically on impact it shoots out smaller shards.
    I love all your videos and you have inspired some of my content so I hope this will inspire yours! :)

  • @axew7368
    @axew7368 8 месяцев назад

    hand gun: u can shoot bullets, or hold the shoot button to charge up a piercing laser
    smg: you move faster while you're shooting
    sniper: the more bullets you hit in a row, the more damage your shots do. the bullets glow more red whenever they get a dmg up from not missing shots, when you miss a shot, it resets.

  • @CharlieConspiracy
    @CharlieConspiracy 8 месяцев назад

    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

  • @shonsomech7839
    @shonsomech7839 8 месяцев назад

    Perhaps the handgun will function just like a classic revolver?
    It will have two shooting mods, each with six rounds of ammunition:
    1. firing a single mod slowly when each bullet will be extremely accurate
    2. Basically emptying the magazine while firing at a higher rate but with poor accuracy
    and each of these mods will only have six (or however many) bullets.

  • @Negreb25
    @Negreb25 8 месяцев назад +1

    The SMG will slow enemies a bit
    The sniper could ignore all targets in the path and directly hit what you were aiming at

  • @LazerCappy
    @LazerCappy 8 месяцев назад +2

    im SOOOOO excited!

  • @GorbDorb
    @GorbDorb 8 месяцев назад +1

    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.