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Question by CH3DD4R · Mar 20, 2016 at 04:23 PM · fpsinventoryshooterweapon systemweaponchanging

A few tips on FPS design.

Now, I know a lot of nubs are like "I wanna make an FPS, and it's gonna have like 1239543 guns, 400 levels, multiplayer" and fail because it's a huge task. That's not what this is. This is also not a "Code my game for me plz" thread. Hopefully, this FPS turns out great, but I'm mainly doing it for learning less basic game programming.

What I'm wanting are a few tips on programming an FPS, specifically a weapon system.

Could someone give me a basic logical flow of an FPS inventory system? For example, a primary weapon slot, secondary, and melee, with different models, animations, sounds, and weapon stats? Expandable to however many guns I would want, though I won't be adding all that many. Again, not asking for code, just a basic logical flow. I've never done an inventory system before.

Thanks in Advance.

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avatar image NonBreaker · Apr 04, 2016 at 06:20 PM 0
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One thing you don't see that often in FPS games, is a weapon selection menu like Half Life 2. You press 1 for a list of pistols you have, and keep pressing 1 until you land on the one you want, 2 for rifles, 3 for shotguns, etc. Just a thought, since it was one of my favorite selection systems ever devised.

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