Skip to Content
Practical Game Design
book

Practical Game Design

by Adam Kramarzewski, Ennio De Nucci
April 2018
Beginner content levelBeginner
476 pages
14h 4m
English
Packt Publishing
Content preview from Practical Game Design

Weapon

We're going to use all the existing pistol weapons in the game as a benchmark (Wikis online are great tools to quickly find all this kind of information). As we know (because of the concept) that the pistol is going to be some sort of assassin's weapon, we can easily figure out that it should have a suppressor. What would be the suppressor effect in the game? Does it change something from, let's say McCree's revolver?

Let's take a look at what I came up with:

Like the other weapons in the game, our new weapon has the following stats: rounds per clip, reload time, shot type, damage, falloff range, shots per second
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Practical Game Design - Second Edition

Practical Game Design - Second Edition

Adam Kramarzewski, Ennio De Nucci
Game Design Essentials

Game Design Essentials

Briar Lee Mitchell
Designing Games

Designing Games

Tynan Sylvester

Publisher Resources

ISBN: 9781787121799Other