Dev Log - Guns in R for Revenge


Greetings! For my second dev log update, I've been laser focused on fleshing out the core gunplay mechanics to deliver that satisfying visceral feel you'd expect from this genre. 

So far players can choose between a trusty sidearm for accuracy or a shotgun to wipe out crowds in close quarters. But variety is key, so I'm dedicating the next week to expanding options significantly. My goal is to create 8 distinct weapons to encourage experimentation.

Some concepts I'm excited to implement include an assault rifle for midpoint damage, an SMG variant to tear through multiple targets rapidly, and an accurate powerful handgun for players who like sniper. I also want to include rarer variants that reward exploration (like a banana gun lol). Nailing the risk vs reward of each will be a fun design challenge.

Here are some additional details I could provide about the gun system in R for Revenge:

  • Weapons will have fixed ammo amounts per level rather than reloading. The shotgun for example may only allow 3-4 shots before needing to find a new one.
  • Downed enemies drop guns and their gun might not be fully loaded
  • Gun customization like scopes or extended magazines could be unlockable upgrades from the skill tree over time.
  • Defeat bosses also drop unique weapons that players can acquire as loot on victory. Those guns will be unlocked in future gameplay.
  • Most importantly, I want each gun to feel satisfying to fire with responsive feedback/sound design. Visceral gunplay is a top priority!

I'm excited to continue refining the gunplay mechanics and roll out new weapon reveals in future dev logs. Let me know if you have any other questions! As always, thank you for your support and feedback so far.

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