Firearms- Guns

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pinnguaq
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Firearms- Guns

Post by pinnguaq » Wed Oct 17, 2012 5:29 pm

A little challenge if anyone is up to it. I've been reasoning here at my desk as to how one could best create firearms for Grimrock. (I'm at work, so I can't test these theories until later tonight)... I'm creating a dungeon in a more "modern" setting and was trying to reason how firearms would function and, along those lines, would magic exist? (Because we all know that while magic existed in the time of Ogres/Killer Snails, it has largely been eliminated in the modern world).

Idea 1:

If a user wishes to use a spell caster, make him a firearms specialist. He would have access to weapons that shoot flames, ice and poison. The core of the game would be able to remain the same, all that would need to be done is change the name of the spells (to make them more "gun-like") and change the sound effects for when the weapons are fired to include a "gunshot" sound. A user who wants to "shoot" his gun, need simply enter the spell sequence as before on the runes, and the gun would fire.

To add to this and ensure a gun is actually being fired, if a gun item could be created, the game could check to see if the gun is in the Champions hand. If not, the "shot" fails.

Idea 2:

Replace the bow and arrow (and/or crossbow and arrows) with a gun and bullets. Much simpler concept then the above. User must have both gun/bullets equipped to fire, then it functions as a bow does in the game. Again, sound effects would need to be changed from the bow sound to a gunshot.

The cool thing with this is that, much like specialized arrows, you could have specialized bullets (Freeze, fire, posion, etc). The downside to this is my "magic in the modern era" problem.

I'm going to plug away at these concepts.. but just wanted to get them out there.

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HaunterV
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Re: Firearms- Guns

Post by HaunterV » Wed Oct 17, 2012 8:12 pm

enchanted wepons have charges.

altar to gun form

make an item that when used re fills the charges, call it a clip.

Give everyone trenchcoats an sunglasses.
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Stevedog
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Re: Firearms- Guns

Post by Stevedog » Wed Oct 17, 2012 8:55 pm

I was toying with the idea of muskets and a blunderbuss. They would be very powerful but have a longer cooldown time due to manual loading. I still need to figure out how to best handle ammo and powder. I'm thinking a sack with powder items in it, then a loading kit that act like the mortar and pestle wher you combine one powder and one shot for a musket load or two powders and four shots for a blunderbuss load.

For modern weapons I was considering HaunterV's enchanted weapon example but finding the right balance of power and speed compared to melee weapons would require reworking the cooldown system for attacks.

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HaunterV
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Re: Firearms- Guns

Post by HaunterV » Thu Oct 18, 2012 6:07 pm

You have your starting points, now go forth and produce wonders!

then share your results with the community of course.
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Billick
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Re: Firearms- Guns

Post by Billick » Thu Oct 18, 2012 7:38 pm

There's a ray gun included in the cow on wheels pack. That might be a good place to start for an example.

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crisman
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Re: Firearms- Guns

Post by crisman » Thu Oct 18, 2012 8:50 pm

I like the idea of musket and blunderbuss, and I have a nice idea on how to make your own ammunition with mortal and pestle - yeah, I know it sounds almost awful... who cares? I don't :D
My idea was making - for example - 10 ammo with a unit of gunpowder and a unit of lead. But I'm not aware how this could be implemented with the normal mortar and pestle. So I come up with something relatively easy to program. You won't make 10 ammo, but a box of ammo, and you'll have to open it by right clicking on it, and here's your 10 bullets.
This can be implement with something similar as resident evil 3, don't know if you ever played it, but after a couple of times, you will start creating more bullets with the same amount of powder and lead...
I'll personally implement this system in my dungeon, but feel free to destroy my idea telling me that you can actually create stacked items directly with mortar and pestle :D
The gunpowder in my dungeon is made by sulfur, coal and saltpeter, so it's relatively hard to make it.
I'll also try to make enhanced bullets, like the arrows and quarrels.

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Kuningas
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Re: Firearms- Guns

Post by Kuningas » Thu Oct 18, 2012 8:59 pm

crisman wrote:I like the idea of musket and blunderbuss, and I have a nice idea on how to make your own ammunition with mortal and pestle - yeah, I know it sounds almost awful... who cares? I don't :D
My idea was making - for example - 10 ammo with a unit of gunpowder and a unit of lead. But I'm not aware how this could be implemented with the normal mortar and pestle. So I come up with something relatively easy to program. You won't make 10 ammo, but a box of ammo, and you'll have to open it by right clicking on it, and here's your 10 bullets.
This can be implement with something similar as resident evil 3, don't know if you ever played it, but after a couple of times, you will start creating more bullets with the same amount of powder and lead...
I'll personally implement this system in my dungeon, but feel free to destroy my idea telling me that you can actually create stacked items directly with mortar and pestle :D
The gunpowder in my dungeon is made by sulfur, coal and saltpeter, so it's relatively hard to make it.
I'll also try to make enhanced bullets, like the arrows and quarrels.
Silver bullets!
BASILEUS

Stevedog
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Re: Firearms- Guns

Post by Stevedog » Thu Oct 18, 2012 11:13 pm

crisman wrote: The gunpowder in my dungeon is made by sulfur, coal and saltpeter, so it's relatively hard to make it.
I'll also try to make enhanced bullets, like the arrows and quarrels.
I like the way you're thinking!

It would be nice to make it all fit in the native Grimrock motif. Sulpher, for example, could be dropped by certain fire based enemies (actually I am just looking for an excuse to use the Molt monster) and a burnt out torch could be used in place of actual coal. Not sure where saltpeter could come from though. Being able to smelt unsed armor or weapons into shots would be a nice touch. In my mind I had the idea that a mage could embue a single shot with magical abilites before being loaded. That way they could make a poison shot, fire shot, lightning shot and ice shot and put all four into the blunderbuss load. I'm not sure if that would actually the work out half as cool as it sounds but I'd love to try it out. :twisted:

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crisman
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Re: Firearms- Guns

Post by crisman » Thu Oct 18, 2012 11:58 pm

I called my sulfur "red sulphur" and it's actually a drop of the molt slime Kuningas did ^__^
- red sulphur is also an important element of my dungeon story -
Saltpeter can be found in cold and full of moisture places, so a dungeon really fits as a place where saltpeter can be found.
Like the idea of burnt torches, but I think it's not possible, the game still call "torch" a burnt out torch :S
I'll stick with the coal.
Also like the idea of multiple magical shot in a blunderbuss. I'll mix them in the mortar and pestle to make super shells - this is the easy way :D
The idea of smelting... we could create several bullets with different material, and each material has it's own damage.
Precious metal -> great damage
Lead or standar metal -> standard damage
poor metal -> meh
I think 3 types of bullets are enough - for now! :D

EDIT: just made the boxes system, is working wonderfully! Need to make the rpg-style now, but I'll need some time to tweak it. I'll do tomorrow! Now I'll make the enhance magic now, should't be too hard!
EDITEDIT: did the enchant system, but I cannot use the base spell, I'm not able to override it - I'll do a new spell just for bullets then :D
Anyway, today for me is fine, I'll finish adding the items tomorrow, but with the script done, it's half way through!

richavezy
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Re: Firearms- Guns

Post by richavezy » Fri Oct 26, 2012 3:51 pm

I like the musket and blunderbuss
I got called down because of the item. brass knuckle and also a knife.

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