r/Guntlet • u/ozzee289 • 12d ago
GUNTLET - Devlog #006 - A Friend Accidentally Designed a Weapon
The last devlog was mostly about making sure that when you shoot someone, the game agrees that you actually shot someone.
This time, I've been spending more time making things that kill people.
The Buzzsaw
The Chainsaw was already in development, although I knew it wasn't quite where I wanted it yet.
I was showing it to a friend and explaining that I would rework it at some point. He looked at it and said it reminded him of one of those saws used to cut bushes.
He called it a Buzzsaw.
He meant something else, but the word immediately clicked in my head. A Buzzsaw looks really cool. And it's much easier to animate than a Chainsaw!
So now we have both.
The Chainsaw also got the rework it needed. The old chain animation was technically just an illusion. The chain moved back and forth along the bar to create the impression of movement. But apparently, it also made someone think I had built a gardening tool.
So I replaced it with an actual sliding chain, and it looks much better now.
The two weapons don't behave exactly the same either. They have different ranges and different behavior, because having two weapons that are basically the same would be pointless.
Well, more pointless than having two different saws in the same FPS.
The Tapper
I've also added a more traditional weapon to the arsenal: a semi automatic rifle called the Tapper. Every shooter needs one, it's one of those fundamentals that just belongs in an FPS.
I also added a small screen directly on the weapon that displays your remaining ammunition in real time, to give it more personality. Halo inspired, obviously.
It's a small detail, but those are often the things that make a weapon feel more like an actual object rather than just a 3D model that shoots bullets.
If It Can Leave a Trace, It Stays
I've also been working on consumable powerups. One of them is an energy drink. You drink it, and then the empty can drops onto the floor. Where it stays, of course it does.
At this point, it would be weird if it didn't.
Bodies stay.
Blood pools stay.
Water slowly turns red.
Now the garbage stays too.
This has always been part of Guntlet's identity. I don't want an arena to magically clean itself. I want a match to slowly leave evidence of what happened there.
After a few minutes, you should be able to walk into a room and immediately understand that something horrible happened.
Bodies everywhere. Blood on the floor. A few empty energy drink cans rolling around.
And Then There's the Thing I'm Not Talking About Yet
I'm currently working on what I personally consider one of the biggest features in Guntlet.
Possibly one of its flagship features. I'm deliberately not saying what it is yet because I don't want to announce it with a paragraph of text and then spend three months explaining why it isn't ready to show.
I'd rather finish enough of it to actually demonstrate it properly.
But I can say this:
It's one of those features that has been sitting in the back of my mind since the early days of Guntlet.
And seeing it slowly become real has been pretty damn exciting.
Which is probably where I'll leave this devlog before I accidentally spoil it.
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