PlaneShift
Development => Development Deliberation => Topic started by: Kaerli on November 14, 2007, 01:39:38 pm
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Does anyone know what it'd take to make ranged weapons work in PS? (code-wise that is)
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I'm not sure in what way you'd like to see ranged weapons, but I see it like this. First create an "arrow" effect, using the same method spell effects are shown now. Then code up the check to have a bow equipped when attacking. You'd also need a module doing the damage calculation depending on speed, bow quality, arrow quality and a hit/miss rate depending on skill.
For art you'd need an arrow effect, a bow mesh+texture and a firing animation.
Go for it! :D
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So I'd already speculate: Simplified model (maximum distance and damage according to weapon and skill, but linear flight curve) vs. ballistic model (parabolic flight curve)? Bow, crossbow, what else?
I'm pretty sure Xordan already worked on something. Can you find this thread again?
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I'm pretty sure that it wouldn't take too much to implement ranged combat - at least a simple prototype could easily be made by using parts of the current magic system . I'm not sure if that's what the devs have in mind though.
A model for a bow is already included in the client btw :)
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Bows...shields...stuff you'd think would be in game by now.
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Be happy that daggers and swords are implemented. In the previous generation there was no combat at all, I read (only crystal hunts as time wasting activity).
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You'd think it'd be in game already?
You first need all the races done then someone to to the anims for shooting for all of those races, plus rogues, I don't think this is as easy as folks would like to think.
The code itself is most likely not the hold up, nor is the "effect." I am pretty sure the animations would be the most difficult part.
In my mind, finishing the base models and anims for all characters should be first.
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Aye, the hardest part is getting the animations for the character and the effect for the bow. The rest is half-done, not sure when I'll have time to finish it. Soon hopefully.