Anonymous asked: Guns, mods, building architecture. Do tell.
Uhhh, kinda vague there, but I’ll do my best.
Guns are simplified compared to C1 (and especially compared to DDA). I wanted each and every gun to be distinct from all others in a way that’s noticable to the player, so there’s no list of 500 guns which are each distinguished by having some stat be 3% higher than another otherwise-identical gun.
At present, there are 7 handguns, 3 shotguns, 6 SMGs, 5 hunting/sniper rifles, 4 assault rifles, 1 machine gun, plus a nail gun and a crossbow. There’s Those are plenty of variety! Each one is fairly unique, meaning that the choice of which gun to use is a meaningful one. There’s 8 calibers (plus nails and crossbow bolts), and with the exceptions of .22, 9mm, and 5.7x28mm, each caliber has 2-3 varieties (standard and armor-piercing mainly). Later on I might add incendiary rounds or other special rounds.
Guns look pretty much the same as they did in C1/DDA. Damage is derived from the ammunition, though some guns modify it slightly. There’s also accuracy, recoil, durability, capacity, and time to reload and time to fire. The biggest distinction is in the class of firearm; handguns are fast to reload and fire, and use common/cheap ammo, but suffer from relatively poor accuracy and recoil. Assault rifles are accurate, usually low on recoil, and hold lots of rounds, but they use rare/expensive ammo and are slower to reload and fire.
Many guns have a variety of fire modes; single shot, burst (2-5 rounds) or full auto (5-30 rounds).
Gun mods aren’t in the game yet, but they’ll probably look pretty similar to C1/DDA as well. Modifications to the gun’s stats, and occasionally something special (scopes improve accuracy at long range, mods might add or change firing modes, change the caliber used, etc).
As for buiding architecture… I’m not sure what you mean there. All buildings are defined in data files, which basically look like ASCII drawings of the building. These files allow for some randomization,so the building is less predictable; also, for any given building type there’s lots of layouts (for example, there’s 15 gas stations), so repetition is kept to a minimum.
Larger buildings, like malls, are made up of “puzzle pieces.” There are maps defined for a mall tile with 0, 1, 2, 3 or 4 mall neighbors (2 neighbors can either be straight across from each other, or a corner piece). Again, each puzzle piece has 6-8 layouts defined for it. The pieces are correctly rotated and made to line up nicely for each other, so the result is a mall with randomly placed shops, bathrooms, aisles etc.