For those who have many watchers, and for those who dont have many, it is hard to know how one retains that interest as well as receive more. This article explores the basics of watchers and how we react to certain situations. Although it does not affect some deviants, and the tips are generally related to common sense, we hope the article is a worthwhile read and that the majority learn something from reading this.














Comments
I'm not quite sure exactly how you intend it to function (how you load it, how it feeds rounds into the chamber etc).
You need an ejection port somewhere.
I suggest you move what appears to be a selector safety (on the main body of the weapon just in front of the trigger on the left side) rearward so one could easily reach it with their thumb while gripping as if they were going to fire.
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"Yeah, whatever, do what you want, I don't care."
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Also known as Rask.
rdegree *designerscouch *fineart-photography =Space-Club
The magazine is at the back, so the pump mechanism fetches ammo from there. Its a similar system to the normal magazine-under-the-gun mechanism.
I'm gonna try moving that switch...but if it goes out of the first person camera I might have to leave it where it is. Eyecandy you know
And thanks for the comment. Always appreciated
So the weapon loads like a bullpup... Okay. That's strange for a shotgun as it doesn't leave much room for your buffer spring.
If you're doing that might as well go semi-auto. Or semi-pump. No reason to do pump only.
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"Yeah, whatever, do what you want, I don't care."
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"Life is just a short period of time between birth and death..." -Dekus
"Truth is more important than facts" -Frank Lloyd Wright
"As long as it looks good, Does it have to make Sense?" -SPEARdesign
Many strange design solutions are justified with saying "it has to look good in-game" and I'm gonna have to say that for that magazine setup. It's an issue of design mostly, as we can also say "it's the future, it works"
Now IF I would be designing a modern firearm, but its for a game. It just has to look good in action and as plausible as it can. A semi-auto would look more boring than just pump and so on :/
Trust me I've had long discussions (read, shoutmatches
But your words are heard. Thanks for them
But, I know when I play games it helps with the immersion if the weapons aren't completely implausible or work in a way that seems mechanically impossible.
Semi-autos aren't necessarily less interesting than a pump. It's how you animate them that matters, you'll still have the rise from recoil, the case ejecting (which is really cool when you show it in the animation), watch the bolt come back and throw the round out. I think of the 1911 mod for Fallout 3, you can actually watch the slide rock back and case fly out with each round you fire. Same with similar weapons in Call of Duty 4.
IMO the more plausible you make things in the game, even if futuristic or far fetched, the more it adds to immersion and the player's investment in the game. Mass Effect is a great example of that.
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"Yeah, whatever, do what you want, I don't care."
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