Dev Log - Weapon system part 2 🐣


Hello agent,

It's TienLee with another development log for "R for Revenge"! In the last dev log, I talked about beginning to add different weapon types to make each feel unique. I'm pleased to announce I've implemented 4 weapon types, each with 2-3 specific weapon variants. This allows for meaningful choices while greatly expanding options.


πŸ‘‰ The pistol type includes a standard pistol with average damage and a barrel attached pistol for steadier shot. Dual wielding is also included.

πŸ‘‰The shotgun type is packed with powerful weapons with multiple bullets in a single shot.

πŸ‘‰For assault rifles, precision shot with medium firerates is the perk you can expect from those guns. 

πŸ‘‰Lastly, the SMG type has a high rate of fire with a high spread that can send a bullet rain to the enemy head.

πŸ‘‰On top of that, I added a fun secret weapon - the banana gun! What it does is a story you have to explore.

An important part of the weapon system was making each one feel unique through its specific damage, fire rates, spreads, and recoils. Things like that really help immerse the player and make strategic decisions about weapon selection meaningful. I'm thrilled with how different they all are. πŸ‘


In addition, I implemented full support for picking up and dropping weapons. Those functions are hard to implement since the weapon system in Hotline Miami is kinda unique to replicate. I'm really happy with how those systems turned out after iterating on them for over a week 😩. Of course more tweaks and polish are still needed leading up to launch, but the core functionality and variety is there.

Let me know if you have any other questions! I'm looking forward to sharing more about progression, enemy AI, and other features in upcoming dev logs. Thanks for your support!

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