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The Why of Weapon Inclusion Explained

Suzie Ford Updated: Posted:
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News 0

In a new developer blog on the H1Z1 site, Senior Game Designer Jimmy Whisenhunt discusses how various weapons 'made the cut' to be included in the game. After, Whisenhunt writes about the continuing design process from selection through the actual in-game model.

We’ve mentioned in the past that we want to avoid tuning and creating things simply because they ‘that’s the way it is in real life,’ which means I get to take to take a realistic ballistic and weapon recoil feel and make it feel satisfying and fun. Typically the gravity of projectiles in real life doesn’t fit the intended play experience we seek out. After all, the weapon feel and functionality has to fit our world design as well as Zombie and Player combat.

The recoil and shooting mechanics I envisioned for H1Z1 initially has proved successful so far, but still needs tuning and support from engineering. Throughout early access players will see the systems change through additions, rather than removing functionality. Guns in our game will recoil in different ways but do not return to their resting position. This means that if you aim at a point and fire, you must readjust between each shot to fire again.

Read the full post on the H1Z1 site.


SBFord

Suzie Ford

Suzie is the former Associate Editor and News Manager at MMORPG.com. Follow her on Twitter @MMORPGMom