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DEV LOG: WEAPON SYSTEMS.

[p][/p][h2]DEVLOG # 2 : WEAPON SYSTEMS.[/h2][p]Happy weekend everyone! ːsteamhappyː We're back again for another dev log. Today I'd like to talk about Confiner's weapons module system. [/p][p][/p][p][/p][h2]THE INITIAL SETUP[/h2][p]Initially, each player ship has weapon hardpoints assigned individually. In the GIF above, these are represented by the circle sprites. You then select a base weapon type that determines its initial behavior. It could be a fast-firing autocannon, a guided missile launcher that requires target locking, or a high-intensity piercing beam weapon.[/p][p][/p][h2]CUSTOMIZING WEAPON PARTS[/h2][p]Once you’ve chosen a base weapon, you can customize its modular parts. The goal is to give the player a crafting-style mechanic. For example, if you want to increase the number of bullets fired, you can swap the barrel for a double or triple variant. If you want the projectile to deal area-of-effect damage on impact, you can switch the ammo body to an explosive type, or make it deal EMP damage using an EMP Warhead part to stun enemy ships, and so on.[/p][p][/p][p][/p][p]The ship above is equipped with a Stinger Missile Launcher fitted with a Triple Barrel, Normal Warhead, and MIRV Body, enabling it to launch a volley of cluster-capable missiles that split mid-flight into smaller projectiles.

[/p][p][/p][p]If you change the warhead type to EMP, you get a MIRV projectile that deploys smaller, guided EMP missiles. [/p][p]Neat, huh? ːsteammockingː[/p][p]
That's it for now thanks for reading the dev log![/p][p]

Towards a brighter future,
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