(I gave up on this. If anyone actually cares just message me.)
Industrial Industries. Early Phases!
Adding more pics sewn.
Special Thanks: Major -- Spriting References
4zK -- Lua, C++ & Visible Inventory
Silent00 -- Loadouts
Azukki -- Lua, C++ & Visible Inventory
Arcalane -- Lua
Gotta sleep atm. For now, items list.
Security Drone Demolition Drone (Very Early Phases) Timed Cluster Mine (5 Timed Grenade (5 Compact Repeater (Dual Wieldable) (1 Industrial AutoMag (1 Sword (Very dangerous to your actor.) (5 Journeyman Rifle (AR) (2 Compact Journeyman Rifle (2 Drobovik II (SG) (6 Prodigy Sniper Rifle (3 Digger (7 Odysseus Sniper Rifle (3 [removed] (Can be added if you want through the Snipers.ini file) AutoNade Explosives Launcer (# [undef]
Changelog:
v0.41 Hotfix
v0.4 Demo Drone crashes game, Sec. Drone no longer requires a head to live, visible inv bugs fixed (I think), working on a craft still..., working on balancing Journeyman + Compact Journeyman
v0.3 Visible Inventory, early stages of the demolition drone, fixed sword even more, added a little more balance to AutoNade launcher.
v0.2 Grenade Launcher, Grenade switched to Dynamite, visual effect for GL is rad, leg sprites on sec drone changed. -- 20dl's
v0.01 Minor changes / hotfix --59 dl's
v0 Mod Posted --unknwn dl's
ToDo:
--Bunker Modules --Heavy Actor ((WIP)) --More Weapons --Better Sprites ((Done maybe for some things)) --Craft (Dear god) --Latch Turret
Download (Because >2MB is too mainstream): MediaFire
Last edited by Chronometer on Mon Sep 22, 2014 1:33 am, edited 28 times in total.
Tue Nov 12, 2013 2:37 am
Sfabrikans
Joined: Tue Aug 28, 2012 4:13 am Posts: 33 Location: Vladivostok!
Re: Industrial Industries v0.00 WIP
Nice sprite actor. А вы случаем не русскоговорящий?
Tue Nov 12, 2013 2:15 pm
Chronometer
Joined: Sun Jan 15, 2012 10:12 pm Posts: 207 Location: Burrowed, waiting for you to come by.
Re: Industrial Industries v0.00 WIP
Sfabrikans wrote:
А вы случаем не русскоговорящий?
Even Google Translate can't save me from what you asked. Thanks though I guess.
Tue Nov 12, 2013 8:42 pm
4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
Re: Industrial Industries v0.00 WIP
Cluster mine thing gives an error about a non-defined soundfx.
The actor is weird. The head has no giblimit on impulse or wounds. Arms are oddly strong compared to the rest of the body. You should also note that the "Dent Metal Light" emitter wound provides no damage at all.
Weapon weight doesn't exactly match their size imo. Not like that matters or anything.
Most weapons are OP-ish. Some more than others.
Why the hell does the sniper have 2 shots and a third-of-a-second reload? Also, the rifles don't differ for much more but ammo capacity, the 'compact' version is not at all more compact.
The sword is weird. The digger doesn't differ much from the vanilla ones.
Sprites are aaallright.
Chronometer wrote:
Even Google Translate can't save me from what you asked.
I think he wanted to know if you're Russian, by any chance.
Tue Nov 12, 2013 9:39 pm
Chronometer
Joined: Sun Jan 15, 2012 10:12 pm Posts: 207 Location: Burrowed, waiting for you to come by.
Re: Industrial Industries v0.00 WIP
Cluster mine thing gives an error about a non-defined soundfx. -- Wat, checking.
The actor is weird. The head has no giblimit on impulse or wounds. Arms are oddly strong compared to the rest of the body. You should also note that the "Dent Metal Light" emitter wound provides no damage at all. --Changing to Dent Metal
Weapon weight doesn't exactly match their size imo. Not like that matters or anything. --It's so they actor won't get weighed down as much. Carbon fiber :3
Most weapons are OP-ish. Some more than others. -- Overpowered? How so? Explain and I'll be able to change.
Why the hell does the sniper have 2 shots and a third-of-a-second reload? Also, the rifles don't differ for much more but ammo capacity, the 'compact' version is not at all more compact. --Yes it is~ It's smaller. Maybe I'll change the damage.
The sword is weird. The digger doesn't differ much from the vanilla ones. -- The sword is broken atm. The digger is just normal, it's not supposed to be over powered, just cost efficient.
Sprites are aaallright. --The best I can do for now.
Chronometer wrote:
Even Google Translate can't save me from what you asked.
I think he wanted to know if you're Russian, by any chance. -- Nope.
Tue Nov 12, 2013 10:18 pm
4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
Re: Industrial Industries v0.00 WIP
I'd recommend giving the head a GibWoundLimit though.
Currently, the guns are mostly just buffed-up variants of the vanilla weapons. If you're aiming for something well-balanced and fit for organized gameplay, I'd recommend running tests and comparing weapons to some of the vanilla ones and tweak firepower and weapon cost based on the comparison.
You could also try adding some character to your weapons, like special but balanced features such as high rate of fire / weak stopping power, large magazine size / slow reload time etc.
Tue Nov 12, 2013 11:05 pm
Chronometer
Joined: Sun Jan 15, 2012 10:12 pm Posts: 207 Location: Burrowed, waiting for you to come by.
Re: Industrial Industries v0.00 WIP
4zK wrote:
I'd recommend giving the head a GibWoundLimit though.
Currently, the guns are mostly just buffed-up variants of the vanilla weapons. If you're aiming for something well-balanced and fit for organized gameplay, I'd recommend running tests and comparing weapons to some of the vanilla ones and tweak firepower and weapon cost based on the comparison.
You could also try adding some character to your weapons, like special but balanced features such as high rate of fire / weak stopping power, large magazine size / slow reload time etc.
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