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roadtovostok
roadtovostok

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Attachment System (Preview)

Hi!

Here's a short example of the new attachment system design.

This approach is utilizing those simple 1x1 inventory slots and provides a visual grid of available attachments under the specific attachment slot like muzzle or optic.

You can activate, remove, swap the attachments and in general the system should be really easy to understand visually.

Let me know what you think.

ps. I will probably add some "attachment cooldown" for different types of attachment at some point, like it was in Unity version as well.

- Antti (Developer)

Comments

Hi, looks very nice! Do you already have a target in mind, of how expansive and realistic the attachment system should look like in the end? For example on a range from Escape from Tarkov (10) over Battlefield 3 (5) to Counter Strike (0). I also would be interested what the community thinks and prefers for a game like Road to Vostok. Cheers and keep on with the great work!

CrystalJoe

Thinking about this, I think one good way to do it would be to have the space for equipped attachments 'reserved' in the inventory so that you are always able to remove an equipped attachment (without potentially losing it).

Sam Hardwater

Looks nice and intuitive, I also wonder the same thing as Yannik, what happens if you are unable to remove an attachment due to inventory space?

Sam Hardwater

Look very good, better than the original version.

Shamnolya

Hi, I just signed up and have been observing this beautiful project for many months. I have some questions, maybe stupid ones, but I would like to know more. I read that you are porting from Unity to Godot and I tested the latest build. The first thing I noticed was a big graphical downgrade, is this normal? With unity the graphics seemed much more realistic. When you finish the porting (I think in a short time) will you start development again? What stage is the game at? Do you already have a version of the game or are they just tests for now? forgive all my questions, but I'm inexperienced and I would like to understand what stage the game is at and how long before we can have at least a build of the game

Raniero Catanesi

Hi! Looks great! What happens if the inventory is full when you want to remove an attachment? Will the game deny the removal or will it drop to the ground? If it drops, it might be nice to have some kind of help to find the attachment. Maybe something like perception in Tarkov or some kind of overview of the items in your vicinity like in Scum.

Yannik

Perfect, thank you!

Tobias August Williams

It's a mouse scroll, you control the weapon rotation through that. X = Inspect weapon Scroll = Rotate weapon In other words you control the animations :)

Road to Vostok

I can't tell, does the inspection animation play every time you inspect? Or is it based off a keybind? IMO it's gonna be kinda clunky and annoying if you're trying to change an attachment and your character starts swinging the gun around and taking the boxes with him away from your cursor. It'll make me feel like I have to "chase" down the boxes, especially if I'm trying to add a ranged optic for a sudden long range firefight. If it's a keybind then I'm fine with it!

Tobias August Williams

Looks great!

Ronnie Ashlock


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