(Sorry I had to get that out of my system)
Today we want to give you a look at one of the core game mechanics we have been talking about as well as introduce you to another one. As always keep in mind these are works in progress and subject to change as we iterate with the systems and find out more about what works and what doesn’t.
With that in mind, here are some additional warnings on the topic: In the following WebM you will see a snapshot of a development build with non-final numbers and settings, showcased on an early block-out map that has little-to-no art (and any art you see is most likely placeholder).
http://media.tripwirecdn.com/020516/m16.webm
What you’ve just seen here are changes we have been experimenting with on how weapons handle with full-auto This includes ironsight misalignment and how the ironsights and weapon behave during recoil which are different from past RO/RS titles. To reiterate: The goal of these systems and experiments is to make sure weapons still feel good in the hands of the player, but encourage a more authentic engagement between sides in a firefight. You may also have seen some other additions we feel fans of the franchise will enjoy.
Another core design goal of the game we’ve been working on can be summed up as:
- One mode of play
- An authentic, immersive tactical shooter
- One game with some server and client settings - the game should always play the same across servers
- The majority of which we are currently looking at being visual aids
- We feel this will help newer players without diluting the core gameplay experience or jar them from one mode to the next
We are looking to show more details and examples on other core systems as they come online. Right now there is a major focus on UI and Menu work heavily underway.
