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Customizing your weapon! (Building a wall of China here...)

21 replies [Last post]
Tue, 03/26/2013 - 18:36
Hexzyle's picture
Hexzyle

I've seen this thread come and go a few times, each time it wasn't really done well and not much effort was put into making it both appealing and easy to follow. I'm going to attempt to do both:

Weapons gain "Accessory" slots just like armor does. Certain weapons do not have certain slots, just like how some armors cannot have certain accessories. Accessories are destroyed upon removal, just like on armor.

__________[SWORD SLOTS]__________

===AURA SLOT===

This one is pretty self-explanatory.

Weapons with this slot: WRH, Suda, BTB, FF, FFlame, FRiga, WHB, Ach, CIV, Sciss/Levi, WMill, Cautery.

Weapons lacking this slot: FoV, Triglav, GF, DA, DVS, Voltedge, Glacius, Combuster, LHB

Flame Aura
This could possibly cross over with the armor accessory. Gives your weapon a burning aura.

Toxic Aura
Gives your weapon a venomous aura

Divine Aura
Identical shine for the one on the Skolver coat

Twinkle Aura
This could possibly cross over with the armor accessory. Gives your weapon sparklez

Status Trail Aura
Causes a Weapon Trail to shimmer behind the swings.
If the weapon inflicts a status, a trail of status coloured light will beam out from behind wherever the weapon is moving. If the weapon does not have a status, the trail will be a bright white or red if the weapon is normal damage, green if elemental, yellow if piercing and purple if shadow.

Prismatic Trail Aura
A continuation of the previous aura, this causes the status trail to become colored in your personal color.

===PIECE SLOT===

This would alter a certain piece of each sword, depending on what type of sword it is, or tack something new on, depending on the accessory. This will probably require a lot of models, but if I look into it more, pieces might be able to be recycled between swords.

Weapons with this slot: ???
Weapons lacking this slot: ???

Hilt Mod
This would swap the current hilt of the weapon out for a secondary hilt (For swords that are just one piece, the hilt would be pasted over the top of the current hilt)

Weapon Crest
Similar to the Rank/Monster Crests that are appliable to armor, those little shieldy icons can be added to your swords too. Doesn't matter if they get a little floaty, they're magnetic/antigravity powered anyway, or something.

===ANIMATION SLOT===
This one is probably going to require the most work to work into the game, due to the amount of stuff that they alter.

Sheath Mod
A sword with this accessory will appear on the player's back when in non-combat areas. Of course, as discussed in another thread, resizing and repositioning will need to be altered on a per-weapon basis.

Charge Mod
Alters the charge attack animation. I'll be going through the different charge animations soon...

Attack Mod
Alters the basic attack animation. Base attack animations (these aren't the upgrades, they're my notes on what attacks exist, and later I'll be adding what the animations become if this accessory is attached)

BALANCED: Left swing, Right Swing, then a wide swing to the left with the knight's right foot far forward.
WEIGHTED: Wide right swing, then a spin followed by another wide right swing.

===TEXTURE SLOT===
These accessories change the texture (duh!)

Polished Metal
Possibly could come with the Twinkle aura. What this does is another light calculation pass over the sword, increasing how bright it is. Might look crap, and might not even be feasible in the code, but I saw it in Spiral Spy and it looked interesting. Will post images later.

Battle-worn
Not so much a recolour, it's more of a texture overlay. Damage, scuff and wear marks are overlayed onto the armor, like the scratches on some of the Aegis shield reskins.

Paint
Mucking around in Spiral-Spy at the moment and seeing if I can recolour weapons to match armor themes...

__________[GUN SLOTS]__________

===EFFECT SLOT===
This will add miscellaneous special effects to a gun.

Compatible Guns: Calla, Slug, Tenz, AP, Nova (correct me if this gun has an aura thingy), Blitz, Valiance

Incompatible Guns: Polaris, Supernova, Bio, Neut, Umbra, Storm, Hail, Magma, VPB, Plague

Smoking Muzzle
A trail of smoke will rise from the barrel of the gun, identical to the Volcanic Pepperbox

===ANIMATION SLOT===

Charge Mod
Alters the charge attack animation. I'll be going through the different charge animations soon...

Attack Mod
Alters the basic attack animation. Base attack animations (these aren't the upgrades, they're my notes on what attacks exist, and later I'll be adding what the animations become if this accessory is attached)

LIGHT: Gun held straight out and a small recoil is felt each time a shot is fired. The gun is spun around the finger in the trigger-guard to reload.

__________[BOMB SLOTS]__________

===TEXTURE SLOT===
Alters the texture of the blast.

Compatible Bombs: ITD, BAB, Nitro, HDC

Incompatible Bombs: DR?, DBB, All Shard Variants, All Haze Variants, All Vortex Variants

Colored Thermite
The blast is changed colour to match the chosen colour. Colours come in all the variants that personal colours can be obtained in. (F*** off, Google Chrome, I can spell "colour" however I want)
ITD's Bolt Washer, HDC's Casing and Key paint, BAB's face and Nitro's glow change colour to reflect what colour has been attached.

Prismatic Thermite
Identical to Colored Thermite, except that the bomb's colour changes to match it's owner's personal colour.

===AUDIO SLOT===
Alters the SFX of the blast

Retro
Blips, beeps and whirs Game-And-Watch style

There are so many more I want to put here lol, like passing wind and other trolling sound effects but i think I'll just be quiet and see if anyone has any suggestions for this. XD

__________[UNIVERSAL WEAPON SLOTS]__________
===TEXT SLOT===

Name/Description Mod
Allows you to customize your weapon's text. The name/description is entered when the accessory is installed, after which the name/description cannot be changed. Destroying the accessory returns the weapon to its original name and description. You may choose to change both, or change one and leave the other as the default.

How will we obtain these you ask? Tempered Steel Lockboxes. These lockboxes function very similar to Mirrored and Iron lockboxes, apart from the fact that they only contain Weapon Accessories. Text Slot mods will be the most common, followed by Pieces, then Auras, then Animations. Throw in a few UV tickets at random chance with each Steel Lockbox opening.

Tue, 03/26/2013 - 18:52
#1
Irthan's picture
Irthan
Yes. Except the attack mod.

Yes. Except the attack mod. And the fact that I can't make my Combuster all sparkly, like a vampire :P

Tue, 03/26/2013 - 19:24
#2
Hexzyle's picture
Hexzyle
@Irthan

Except the attack mod

Do explain

Tue, 03/26/2013 - 19:36
#3
Oatmonster's picture
Oatmonster
Lick Number 58425

Can't wait for bombs. It's already very easy to change the little "picture" you get during a blast bomb detonation, like the Nitronome's face, the Proto Bomb's spiral or the Graviton Vortex's eye. Maybe there could be a piece that would let you change that? Maybe even design your own? Most bombs already have auras, but adding them would still be good. Maybe recolored bomb blasts? We could add a whole new meaning to rainbow screen of death. Mist bombs could get pieces that let you change the little particles that fly out of the mist. The ones that are easiest to see right now are the Stagger storm with little stars and the Venom Veiler with poison bubbles.

Weapon customization could even include changing the animation you get when you are charging, or holding a charge.

Why can't the FF get an aura? The BTB has a much clearer aura and it also has the little tip trail. FFlamb and FRig also have the little trail animation. Triglav already has a frosty aura/trail similar to the Shivermist. LHB has golden aura. Acheron has an aura around the two purple stripes on the blade.

Tue, 03/26/2013 - 20:57
#4
Hexzyle's picture
Hexzyle
@Oatmonster

I wasn't aware of the FFlame's and FRig's trail, since I have never seen one at 5 star (mine's still 4 star)
Some of the auras don't show up in the item preview, so ok, I'll change them around.
And yeah, those types of bomb accessories is what i was planning :3

BTW, Acheron's "aura" is barely an ambient glow, so it's no biggy.

I need suggestions on what kinds of alternate animations for charging a bomb you would add?

Tue, 03/26/2013 - 21:03
#5
Father-Frost's picture
Father-Frost
bomb slots :D can it be an

bomb slots :D can it be an invisible explosion? for lock down and not blinding team mate reasons? yes ik sort of OP

Tue, 03/26/2013 - 21:10
#6
Oatmonster's picture
Oatmonster
Lick Number 58425

Oh, I meant like charging in general, as in that glowy spinny effect would be customizeable.

@Father-Frost, How would that be OP? By the time you see the explosion, the damage has already been dealt.

Tue, 03/26/2013 - 21:24
#7
Hexzyle's picture
Hexzyle
@Father-Frost

I feel changing the visibility of bomb blasts and radii should be a more general bomb change since it's more practical.
This thread is just for cosmetic stuff.

Tue, 03/26/2013 - 21:25
#8
Irthan's picture
Irthan
Re attack mods, the current

Re attack mods, the current attack animations as well as attack methods are appropriate for each weapon, and I don't think e.g. lunging with a Brandish would make much sense.

Tue, 03/26/2013 - 21:36
#9
Hexzyle's picture
Hexzyle
@Irthan

If I can't figure out a way to modify a weapon's animation, the weapon won't be added to the list of compatable equipment.

Tue, 03/26/2013 - 22:14
#10
Oatmonster's picture
Oatmonster
Lick Number 58425

A relatively simply way to modify sword animations would be to add a sort of "double-take" to the swing, similar to the animations for the Winmillion or heavy swords. Regular swords swing from right to left, but with the Winmillion, you move the sword to your left side and the swing back is the actual swing.

Heavy swords could do the 360 spin animation on both swings, perhaps in opposite directions? Maybe the final hit could be modified to look like a slam? Flourishes could have their second and third swings modified to look like a quick swing up and then a swing down. Cutters could do spins between each attack, and have the swings always go from one side to the other, instead of back and forth.

Maybe bombs could get an animation where the character chucks the charged bomb over his shoulder instead of dropping it.

Man, I'm just spitting out stuff today.

Wed, 03/27/2013 - 01:35
#11
Troupe-Forums's picture
Troupe-Forums
YES

This would be so much fun!

Wed, 03/27/2013 - 22:23
#12
Klipik-Forum's picture
Klipik-Forum
My brain decided to have ideas at 1:15AM today

Guns: bayonets, muzzle extentions, barrel accessory slot(scopes, pointy things, etc)
Bombs: fuses, fuse colors
Swords: blade accessory slot (I can't get the image of a Jalovec with a hallow bolted vee on it out of my head)

Swords and guns: different grips/stances. Ex: backhanded swords, guns held sideways, etc.

Wed, 03/27/2013 - 22:40
#13
Troll-Lolo's picture
Troll-Lolo
Maybe the easiest thing to implement...

Sorry I didn't read the whole thing, however the light we see when we charge our weapons could be prismatic or customizable in some other way.

However this seems something that would either go far or crash and burn. There are gonna be hatets or lovers. I support this though, more customization in the game couldn't hurt.

Wed, 03/27/2013 - 23:43
#14
Hexzyle's picture
Hexzyle

@Noklip
Guns: bayonets, muzzle extentions, barrel accessory slot(scopes, pointy things, etc)

This is essentially what the Piece Slot is for. It's a little tricky working this in as each gun will have compatibilities and incompatibilities with certain parts. And i can't just create a bazillion slots for each different piece, that would be very unwieldy. Although some armor accessories might actually look pretty good on weapons, I'll try creating some new ones with a similar design mindset (download model data and simulate the graphical developer's mindset and theme, then duplicate thought process-threading, a.k.a design mimicry in HexZyle's brain function terms) or go look up some of Alphastevo's armor accessories and modify them for weapon use.

Swords: blade accessory slot (I can't get the image of a Jalovec with a hallow bolted vee on it out of my head)

This is a must. Above also applies :3

Swords and guns: different grips/stances. Ex: backhanded swords, guns held sideways, etc.

Thanks for the ideas ^^

@Troll-Lolo
The idea has been brought up with previous threads, and has met with moderate to good reception. I just thought I'd refine the thread and fill out more detail.

Thu, 03/28/2013 - 04:42
#15
Dragneel-Wiki's picture
Dragneel-Wiki

I am too tired to read all of this, so just skimmed it... I have one question though.

Wouldn't there be some clipping issues? For example, imagine a shiny aura on Acheron; it doesn't suit it, right?

That's my concern till now...

~Dragneel

Thu, 03/28/2013 - 05:55
#16
Hexzyle's picture
Hexzyle
@Dragneel-Wiki

I'll have to look into the models and see if they have any glow effects that I haven't noticed before. I think the double-pass of lighting might actually look good on the Nightblade. If not, another texture could just be used.

Thu, 03/28/2013 - 09:17
#17
Little-Juances's picture
Little-Juances

I'm worried about changing animation, specifically on charge attacks.
You know, that bug-that-might-actually-be-intentional with DA and walls.....

Thu, 03/28/2013 - 16:10
#18
Irthan's picture
Irthan
The charge mod would only

The charge mod would only change the visual aspect of the charging, e.g. Saiyan or Starlight Breaker, while keeping the actual mechanics the same.

Thu, 03/28/2013 - 16:34
#19
Little-Juances's picture
Little-Juances

http://wiki.spiralknights.com/File:Divine_Avenger-Charge_Attack.gif

DA physically moves you backwards. This kinda limits possible ideas.

Thu, 03/28/2013 - 18:56
#20
Irthan's picture
Irthan
Only after you release it.

Only after you release it. The charge itself doesn't move you.

Thu, 03/28/2013 - 18:57
#21
Hexzyle's picture
Hexzyle
@Little-Juances

What Irthan said. It would change how the player swings the sword, but he would still do the step back, and the sword would spawn in the exact location it would had he not done a different animation.

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