Serial Link Commit 5: 13 March 2019

Holding an extra weapon. Kinda greedy really.

This development session focused on making sure that the player knew that they had picked up an extra or opportunistic weapon. I always liked the idea that you could have a full complement of weapons and just pick up another as all of yours were slung. In our case the Weapon Component that I created defines the ability to carry 3 weapons and an extra in your hands. The characters all have a primary, close quarters, weapon on the chest, then a secondary, assault rifle style, weapon on the back. Finally, they all have a side arm on the leg. The player can pick up the extra weapon but I would like to see that on the AI too. As all the characters are using the same Weapon Component, that should not really be difficult to set up.

Commit

  • Set up a ‘Holding Extra Weapon’ UI element in the main HUD – Used an event dispatcher from the Weapon Comp and bound to it in Dex Controller. Thats used to call an event on the ‘Main HUD’ variable on the Soldier. The event changes the opacity of the text on the HUD. – Player now takes the ammo thats in the Opportunistic weapon as he drops it. That takes care of the case where you pick up a gun, fill it with ammo, drop it and either lose that ammo or have to re-collect it. Works well.
  • Imported a font called Calculator from dafont.com and used it for the ‘holding extra weapon message

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