Die to Survive - Railshooter

Hi @Thorsten09. Your rapid model creation is super impressive to me. And you are a Master of Master Materials as well. The level of detail and variation with this set blows my mind. I’m unable to wrap my head around the massive amounts of patience required to do it. I commend you for your patience and Amazing Work!

Lack of patience

I would be seeking a procedural way to do it, stick to using a single model with different transforms, or skip it all together just repurposing the zombies bodies and body parts on gurneys/stretches/beds using matched materials without actual covering or body bags. haha. I would cheat for sure.

Here be Pirates

OMG DeadStorm Pirates looks Awesome. I have never seen this before. That combined Firepower Mechanic is sweet. I can easily visualize this mechanic being implemented for both multiplayer single weapon, single player dual weapon, and multiplayer dual weapon (quad booster).

I like the idea of Shooting to Activate Power Ups/Abilities by

  • Shooting specific targets
  • Shooting multiple targets in a specific sequence
  • Shooting groups of matching targets in a specific timeframe.

I need those Golden Guns. I’m pirating that combined firepower mechanic and adding to that list for sure.

Reticle

I’ve been using a 3D Reticle with V8SUPERCAM due to fact the Avatar Body and Camera are decoupled and can be anywhere in 3D space at anytime. One of my simplest implementation has been placing it along the line of sight of the weapon’s barrel using a trace and setting position on object impact location as seen here.

The above implementation is based on Weapon Aim, then Crosshair is adjusted. In the case of a Railshooter its the reverse, based on the Crosshair screen pointer coordinates, then Weapon barrel adjusted (assuming Projectiles are spawned from weapon barrel). I suck at math, so i anticipate iterating to procedurally articulate the arm/hand to aim weapon barrel properly aligned with the Screen Location to World Space.

Technically, the Reticle is just a point in 3D space, but It can be represented as a 2D Sprite, Particle, or 3D Mesh {Spherical, 3D Plane / Shape / 342D Mesh Always Screen-facing }. I want to use all 3D no 2D at all if possible. In a Game Design where the Crosshair is the main Star on screen, I feel they deserve the same treatment as Weapons on screen.