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Author Topic: Babysteps Into My First Mod  (Read 2090 times)

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Babysteps Into My First Mod
« on: »
Since I'm new here (and excited to show off my first mods!) I thought I'd post a few screenshots of my current project. I'm building a Mechanical Man character concept, the idea being that skills are based around innate/built-in weaponry and mechanical augmentations. I just got the "Shoulder Mounted Laser" up and running (mostly) tonight.



And one more:



Here's another of the "Wrist Bolters" skill - the idea being that a Mechanical construct has guns built into its wrists. The screenshot isn't great, but you get the idea. I used Magmaspear as a template, so each hand fires projectiles and gets a muzzleflash particle animation. I'm planning to add shell casings that pop out of the arms to finish it off.



I've toned down the particle effects on that skill quite a bit since taking that screenshot. They are a little more reasonable, now. :)

I'm sorry that the screenshots are so large - I'm not sure what the code is to make them smaller! Thanks for looking, though!


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Re: Babysteps Into My First Mod
« Reply #1 on: »
This is great work Red! Very cool skills too.

Does the class have to find/equip these items, or are they all built-in and just get augmented as their kill-count goes up?


Re: Babysteps Into My First Mod
« Reply #2 on: »
Thanks!! It's exciting to see the stuff actually work!

I'm building the abilities as skills, at least for now. I'm just starting to get comfortable with coding and how GUTS behaves, so I'm trying to keep it simple until I have a better grasp of everything.

My plan is to do the skills as built-in weaponry. The trees will be Ranged, Melee, and Augmentation - the third skill tree offering utility type abilities, representing modifications the mechanical man performs on himself. The skills revolve around dealing fire and electrical damage.

Right now, Melee is the tree that has me worried, because I want to do some things I'm not sure are possible - like "Internal Armblade Strike" - I'm hoping to add a sword laid across the character model's arm for the duration of the attack. (I'm hoping I can do that as a Unit Theme, since I've read they can attach to bones, but I haven't even tried melee skills yet - for now, I'm just focusing on the missiles since I've mostly figured out how they work.)

If anyone is interested, here's a link to a video of the skills in action: https://www.youtube.com/watch?v=FbfcnUbtvOE&feature=youtu.be

Bladed Disc Launcher still needs some work on the particle fx - same with the shoulder laser - but it's coming along pretty well, considering I have no background in coding or modding games!

 

Re: Babysteps Into My First Mod
« Reply #3 on: »
Added shell casings to the Wrist Bolters! The screenshot doesn't do it justice, but you get the idea. Fire the Wrist Bolters, and the shells expel from the character model's forearms. Eventually, if I can retexture the body properly, I'll added little slots to the texture representing the ejector slots.

I've set it up so that each Tier produces more shell casings, as each Tier bonus also increases the number of shots fired per second.

I'm still working on scaling back the muzzleflash effects, but I'm really close to being happy with how this looks!


 

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