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Nicholas Monk

Associate Producer, Weapons Team, Foundry 42 Frankfurt

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2018active
Calling All Devsmost heard in
FPS weapons & geartop topic

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2018 · 2
20182018

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What progress has been made on attachments for FPS weapons?

TL;DRWith 3.2, Weapon System 2.0 lets attachments modify weapon values and some scopes and grips exist, but the player-facing swapping is missing, on the backlog, and not usable by backers in 3.2.

Nicholas MonkAssociate Producer, Weapons Team, Foundry 42 Frankfurt

For the FPS weapon attachments, with 3.2 we're introducing Weapon System 2.0, and part of Weapon System 2.0 is that it allows you to modify the weapon's values like damage, recoil, spread and so on with attachments. So the system is there. We also have a couple of assets already, like scopes and grips, that you can then attach to a weapon. So that works. What doesn't work yet is the bit that lets the player swap it out. So whether that would be through the mobiGlas, just selecting the attachments, or whether that be an animation where you can see in first person swapping the attachments, that's basically the bit that's still missing. It's on the backlog, it's on our schedule, but that's basically keeping it from being released.

Jared HuckabyHost, Community

That sounds very similar to our ship modulator system, where we have the internal developer-facing system up and running, but we're still waiting on development for the player-facing system. As folks know who watch Around the Verse or RTV or anything, UI is the one department that touches every single aspect of two massive games. So their backlog is pretty hefty. But yeah, so the technology is in 3.2, but backers will not be able to utilize it themselves in 3.2. We can as we create new weapons and tune new weapons. But we are waiting on that front-end development before we can allow backers to control the weapons themselves.

Calling All Devs›Piracy vs. Griefing·
Published on this date.25 Jun 2018

Where are we at with the implementation of sub-components for ship weapons and other items?

TL;DRShip weapon art assets already support swappable sub-components for post-3.0 weapons, but the system for swapping or upgrading parts doesn't exist yet and is scheduled in the backlog, with older weapons still to be redone.

Nicholas MonkAssociate Producer, Weapons Team, Foundry 42 Frankfurt

The ship weapons, that's actually interesting because it's pretty much the other way around. So for the ship weapons, all the components, everything, the asset is ready, because we already knew that this was coming up. We want the player to be able to swap out specific parts of the weapon, only upgrade the barrel, only upgrade the cooling unit, the firing unit, and so on. So we made our art assets ready to support that. So that actually works for all weapons, I think, released after 3.0, except the legacy ones. But the system's not there. So you can't yet swap it out, and you can't upgrade specific parts yet, which then has an influence on the weapon. But again, that's also on our plate and scheduled in the backlog.

Jared HuckabyHost, Community

So Art anticipated it. Art has been working on it basically for 2018, since 3.0 came out. Now we just need to do the backlog of all those weapons that came before, and then our design and engineering and programming teams need to get to building the system that allows the actual switching out.

Calling All Devs›Piracy vs. Griefing·
Published on this date.25 Jun 2018

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