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[Video] - The intricacies of gun mechanics in video games

UltimaOnline

Alfrescian (InfP)
Generous Asset
@glockman



Colonel B

Colonel B

9 days ago
As a developer (not for Techland) I can say that it's A LOT of work to animate the different parts of the guns - it means separate animations for each part and for accurate clip replacements it means separate animations for every player movement, and if the guns are ever shown in 3rd person for cinematics those have different animations, etc., and then you need the custom logic for does the gun expel casings or not (revolvers don't like you pointed out) and all of that adds a ton of disk space and a lot more testing scenarios and testing time. So more-than-likely they had a priority list and they had to choose to add in gun accuracy or focus on other things like traversing mechanics and all that, and someone made the call that MOST players wouldn't care as much about animation accuracy since it doesn't effect the gameplay, and that the small percent of folks that do care would get over it, especially if they were behind schedule looking to make up some time.
 
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