- Registered Member
Member for 7 years, 8 months, and 3 days
Last active Sun, Jan, 15 2017 21:47:37
- 0 Followers
- 30 Total Posts
- 2 Thanks
Feb 1, 2016Fureniku posted a message on ADVANCED ARMOURY - Highly customizable gun & weapon mod! (Alpha 0.0.11)Posted in: WIP Mods
Hello all, and welcome to my new mod; Advanced Armoury!
This mod is designed to let you build a new gun - any gun you like (eventually).
I take inspiration from other mods like Tinkers Construct and Flans, as well as existing games (Especially Borderlands)
This is the FIRST ALPHA. It's certainly not even vaguely close to complete - in fact currently there's only a default Assault Rifle system implemented using M4A1 parts, with "perfect" hard coded shooting specs.
The mod is designed so you can create cheap flimsy guns that break easily right up to superpowered guns with high specs. The parts you use to build your gun will effect all sorts of different aspects, from durability to accuracy, power, fire rate and even how it looks.
Anyway, enough waffling. I've created a guide for alpha testers so you know how to build and use a gun. The download is included in said guide.
BEFORE YOU DOWNLOAD, Note this is an ALPHA mod. Do NOT put it on existing worlds or servers, it 99.9% will break your world in the future. If you ignore this you only have yourself to blame when you're favourite world is corrupt, be patient
Feedback and bug reports hugely help too, so any suggestions etc are welcome!
So why is Advanced Armoury different from the 500 other gun mods?
It's simple; I'm trying to focus on realism and customization as much as possible. Instead of just saying "Here's an M4 carbine", I give you the parts to build it the way YOU want it. You could go super-stubby, making a lightweight one-handed assault rifle that packs a punch at close quarters but isn't great outside or you could stick a 20" barrel on it and turn it into a DMR effective over long ranges. Of course, you can clone existing weapons using the parts - and some pre-built examples are included.
My mechanics focus on realism too. In other gun mods you just craft a magazine that's automatically full and hit a key to reload. With Advanced Armoury, you craft a magzine, craft the rounds, fill the magazine and then insert the mag to the gun via GUI (Can be hotkeyed when you've got the right gear in the future). This means you can reuse the magazines, saving on long-term costs, and you can also mix and match rounds in the mags (utilizing advanced rounds like incendiary and poison without wasting them on every shot.)
On top of that, I've focused on visuals. The default included parts are all rendered as low poly .obj models - which means they don't take much resources but still look surprisingly realistic. Every visual part of a gun is rendered depending on the material you used for the part. Of course if you prefer them to be blocky and square to suit Minecraft, you can just add new asset packs with blocky square parts.
Finally, my firing system is very different to most of the gun mods. They all work like a Bow - you press fire and it spawns an entity into the world, sets that entity to go as fast as it possibly can forwards, and if it hits another entity it damages it. That's great for a bow, but when you've got a gun firing 10 times a second, that generates a lot of strain on the server. Instead, my system traces an invisible line from the player, and applies calculations to the direction of that line for range, accuracy etc. If it finds a target, it will directly damage said target. No entities, no lag, no problem.
Basically, my system will allow every player to create a gun perfect and unique to them, with heavily fine-tuned stats allowing you to build something for every situation.
What's included in the alpha:
- Basic shooting mechanics (assault rifle only), with things such as preliminary accuracy and recoil calculations
- The gun building system (assault rifle only), which even in the alpha allows you to create over a million "different" guns.
- The asset system, allowing you to create your own external parts, letting you create any gun you can possibly desire with a little patience
- Various tweaks and improvements; health and damage are overhauled (and should be compatible with all mods still), there's a dynamic crosshair for guns which represent your target, and also a damage direction indicator
- A loot system, which lets server admins (or soon world gen) create lootable blocks that every player can loot once.
- A couple of example pre-built assault rifles. Just fill a magazine with rounds, stick it in (press I when holding gun) and you're good to go!
These are just brought up from the thread so you can easily see them.
The first released picture of a gun. This uses the asset system to add my logo to the side of the gun, and uses the render system to display that the gun is using a gold barrel, flash hider, bolt, charging handle, trigger and fire selector. Whatever material you use for those parts will be visually shown on the gun, making them aesthetically pleasing too.
Early picture of the first-person view. The arm is a little better now, with an "elbow" to look more realistic. You can also aim down your sights with right-click, focusing the gun into the centre of the screen and zooming in just slightly.
A GIF showing locational damage. Depending on where you're attacked from, the indicator will show a different section in red, so you always know what direction you're being killed from. And yes, it was recorded on my phone, I'm lazy.
Also, the increased health was in-progress here, hence the hearts. They are now rendered as a health bar where your hearts would be instead - and of course it supports HUD enhancement mods like HUDWidgets.
These are the first examples of Loot Crates - the Tiny Loot Crate. On the left, it's locked, and requires a key to open. The middle is unlocked, but the player hasn't opened it yet, and on the right, it's been opened by the player. Another right click would then take the item from it, giving it to that player and hiding it from their view. The visuals here are entirely clientside and networked as such - because a crate can be looted by more than one player, only players who have opened it will see it as open and so on.
The lights also glow at night, which is pretty.
Following the poll from above, it's pretty clear ya'll want an RPG system for this mod, letting you level up to unlock stuff, get bonuses, and perform cool new skills to help in and out of combat. So, I've started on that!
I'm splitting the RPG side into a separate mod, to keep everyone happy. On top of that, it's a really simple API, so other mods can very easily use it for just about any sort of skills they want. (Maybe I'll add a Cooking level to FlenixCitiesFood...)
It's still quite early in progress as I don't have the skill equipping system yet - so all loaded skills are equipped to everyone. But, if you want to toy around with it, here's the downloads and githubs (developers will want the source!)
ExampleSkills is a demo of sorts - it shows developers how to make skills and register them with RPGCore. You will earn experience every time you jump for the Jump skill, and every time you punch a mob for the Punch skill.
Once I start weapon skills, AdvancedArmoury will have depend on RPGCore - if you don't have RPGCore the game won't run. The skills themselves are optional, but I'll be using a lot of core functions from RPGCore and it'll have a very hard integration in how guns work.
(Basically, "disabling" skills just sets everyones skill in all guns to 100,000, meaning they've perfected it and unlocked everything)
Thanks for visiting, and please make sure to leave feedback and comments! I love to hear your ideas, what you think I should prioritise for the next release and so on!
You can also chat with me directly on IRC (esper.net) in either #flenix or #silvania - there's a link in the help doc if you don't know how to IRC.
Also, if you're interested, PLANS FOR NEXT RELEASE!
- Switched to a Generated Component system. You tell the game "I have X material!", the game will create a full set of components based on that material and the stats you provide. It also creates textures for you.
- RPGCore Integration with a few example skills. Cannot be disabled yet.
- To post a comment, please login.